Capture Baseline From GPU |
True/False |
Take each frame's starting shape from what the mesh actually renders, so post-process Anim Blueprints, deformer graphs and morph curves all count. Turn it off to pose on the CPU from the raw keyframes instead: faster and exact, but blind to anything an Anim Blueprint does. |
Smoothing: Iterations |
Whole number |
How many smoothing passes run over the mesh. More passes clean up worse collapsing, at the cost of time, and thin shapes start to shrink unless Edge Preservation is up. |
Weight Type |
Choice |
How a vertex is weighted against its neighbours while smoothing. Inverse Distance: safest around fingers, joints and anything thin. Avoids the pinching Cotangent can cause. Cotangent: the usual pick for smooth organic surfaces with tidy triangles. Mean Value: holds together on meshes with badly shaped triangles. Uniform: every neighbour counts the same. Fast, but blind to the shape of the surface. |
Amount |
Number |
How much of the original surface detail comes back once the smoothing is done. At 0 you keep the smoothed blob. At 1 the pores, folds and seams return in full. |
Frame Smoothing |
Whole number |
Smoothing passes over the local frame each detail offset rides on. Raise it when the restored detail shimmers or jitters as the pose moves. 0 turns it off. |
Inward |
Number |
How far vertices may move inward, toward the middle of the mesh. Pull it down when armpits and the backs of knees cave in on themselves. 0 blocks inward motion outright. |
Outward |
Number |
How far vertices may move outward, away from the middle of the mesh. Pull it down when the smoothing starts inflating shoulders and knuckles. 0 blocks outward motion outright. |
Edge Preservation |
Number |
Limits how far a vertex can slide in toward the middle of its neighbours, which is what stops fingers, horns and antennae shrivelling into sticks. At 0 edges are free to shorten; at 1 they keep their length. Once you run past 100 iterations, 0.3 to 0.7 is the useful range. |
Skin Sliding: Iterations |
Whole number |
Passes that stop the restored detail creeping across the surface as the pose changes, which reads on screen as the texture sliding over the skin. 0 turns it off. |
Stiffness |
Number |
Trades detail against sliding correction. 0 corrects the most and softens fine detail. 1 keeps every last detail and corrects nothing. |
Strain Falloff: Iterations |
Whole number |
Spreads the effect outward from the parts that actually deformed, so it fades away instead of stopping at a visible line across the limb. 0 leaves that line. |
Decay |
Number |
How fast that spread runs out. Low values keep the effect tight around the joint, high values carry it further down the limb. |
Angle Threshold |
Number |
Surfaces twisted further than this from their rest orientation get an extra round of smoothing. Aimed at the hard cases, like a wrist rolled almost the whole way over. |
Extreme Rotation: Iterations |
Whole number |
Extra smoothing passes, applied only to those heavily twisted areas. |
Preserve Boundaries |
True/False |
Ease off the smoothing along open edges so the mesh does not creep back from its border. Worth turning on for a cut-out piece like a shirt or a face patch. |
Weight |
Number |
How firmly those open edges are held. 0 smooths them like anywhere else, 1 pins them in place. |
Name |
Text |
What the morph targets get called. They come out numbered from this, one per processed frame, so keep it short and recognisable in the asset. |
Apply To LODs |
True/False |
Push the shapes down onto the lower LODs too, so they do not pop away as the character gets further from camera. |
LOD Vertex Threshold |
Number |
Same distance rule as above, but for landing the shape on the lower LODs. |
LOD Smooth Type |
Choice |
How the shape gets smoothed on the lower LODs. |
LOD Smooth Strength |
Number |
How hard each LOD smoothing pass pulls. Does nothing while LOD Smooth Iterations is 0. |
LOD Smooth Iterations |
Whole number |
How many smoothing passes to run on the lower LODs. Coarse LODs usually need a pass or two where LOD0 needs none. |
Use Dual Quaternion Skinning |
True/False |
Dual quaternion skinning instead of linear blend. Keeps volume on a twisted forearm or wrist, where linear blend pinches the mesh into a candy wrapper. |
Use Linear Interpolation |
True/False |
Ramp each morph target's weight in and out with linear keys instead of switching it on and off at full strength. Off, the correction pops the frame it starts on. |
Transition Frames |
Whole number |
How many frames that ramp takes at each end. 1 fades in over a single frame; raise it for a softer hand-off on a slow take. Only read when Use Linear Interpolation is on. |
Start Frame |
Whole number |
First frame to process. -1 starts at the beginning. |
End Frame |
Whole number |
Last frame to process, and it is included. -1 runs to the end. Set it below Start Frame and the two are swapped rather than refused. |