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Turn any Static Mesh into a wind-animated Skeletal Mesh inside Unreal Engine with auto-bones, grass clump kinematics, and Epic GPU Dynamic Wind.
Switch between core tools to inspect viewport workflows, parameters, and engine integration.
Edit mesh pivots directly in the viewport (T). Segment complex models by Island, Material, or PolyGroup so static bases stay completely rigid.
// Parts & Geometry Setup
- Edit Pivot in Viewport (T) with X/Y/Z controls
- Selection: Island, Material, PolyGroup, Brush (B)
- Roles: Rigid, Core, Mid, Outer
- Parts: Unassigned triangles remain completely staticNo black boxes. Pure procedural efficiency built on native Unreal Engine standards.
Rigging dense grass traditionally produces 500+ bones. Dynamic Wind Studio clump kinematics bind entire patches into lightweight chains, reducing bone counts by up to 85% while preserving individual blade bend curves.
Hardware-accelerated vertex deformation driven by level wind volumes, plus CPU spring-damper physics for aerodynamic flutter and character push.
Learn More βRebuilding existing assets updates placed level actors automatically with zero broken references. Retains materials, colliders, and Nanite streaming data.
View Workflow βEvery planned feature, UE 5.8 compatibility update, and active milestone is tracked publicly. Vote on features and collaborate in our community discussions.
Turn any static mesh into a wind-animated skeletal mesh with Nanite support, GPU Dynamic Wind, and spring physics inside Unreal Engine.