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WIND STUDIO

Wind for
Any Mesh

Parts & BonesThree Runtime TiersCharacter Interaction

Turn any Static Mesh into a wind-animated asset inside the Unreal Engine editor: trees, plants, grass, banners, flags, cables and props.

Unreal Engine5.7
PlatformWin64
Version1.2.1

Editor plugin. Enables Epic's Dynamic Wind (experimental in UE 5.7) and Procedural Mesh Component.

● RIGGING

From Static Mesh to Rig

Split the mesh into parts, let Auto Bones grow chains through every branch, paint only where it matters. Unassigned triangles never move, so bases and pots stay put.

Parts view of a tree in Wind Studio

Parts in a Few Clicks

Pick by Island, Material, PolyGroup, Triangle, Smooth angle or Brush, or auto-split the whole mesh. Give every part a role: Rigid, Core, Mid or Outer. Bone-less leaves can Follow a branch part.

Bone chains of a tree in Wind Studio

Bones That Follow the Plant

Auto Bones fits Adaptive, Chains or Branching skeletons per part with a 20 cm spacing, like Epic's PVE trees. Place, move, re-parent, weld and straighten by hand. Grass clumps drive many blades from a few chains.

Configured Mesh Parts panel

Roles for Every Part

Every part gets its own colour, a role, a wind scale and an optional Follow target.

Skin Weights window

Paint What Matters

Skin weight or Pin (stillness) with Add, Subtract, Smooth and Set Value. Cloth grid skinning keeps banners one sheet.

● RUNTIME TIERS

One Rig, Three Ways to Move

Choose per asset how placed copies animate. Simulate Wind previews each tier in the Studio.

GPU

Epic Dynamic Wind

Nanite skinned meshes driven by Epic's GPU wind. Only Epic data is exported: Simulation Groups, influences, trunk flag, gust attenuation, ground cover.

Best for large amounts of foliage
PIVOT PAINT

Pivot Painter 2

A Static Mesh with the rig's pivots baked in, 100 % compatible with Epic's Pivot Painter 2. Up to 30,719 elements and 4 hierarchy levels; works with foliage instancing.

Best for instanced, material-driven foliage
CPU PHYSICS

Chain Solver

The plugin's bone chain solver on worker threads: drag, turbulence, flutter, gravity, springs, cloth links and two-pinned cables.

Best for hero assets, cloth, cables and character contact
● INTERACTION

Plants That React

Characters Push Through

Pawns and the camera pass through plants and push them aside, or plants block them. Trunk strength comes from the plant's height: a 30 cm stem bends, a 3 m trunk barely moves. A 180 cm Test Character walks through the asset in the preview.

One Wind Manager per Level

Drives Epic's GPU wind, the CPU solver and MPC_GlobalWind together. Weather presets from Calm to Mountain Gale blend smoothly, and the GPU wind is smoothed so foliage never snaps.

● BUILD & PIPELINE

Build Once, Rebuild Anytime

Replace in Place

One click builds the Skeletal Mesh with Skeleton and Physics Asset. Rebuilding replaces it, so placed actors keep their reference; Edit in Wind Studio restores the full rig.

Optimization

Reduce Bones, Limit Bones per Vertex, No Physics Asset and Distance LOD for CPU Physics copies. Your Studio rig never changes.

36hero plants
58.6FPS
0.33 msper plant
Developer test scene: SK_Bush_Aralia, 1,173 bones, Nanite.

JSON + USD Export

Export Epic's Import Dynamic Wind JSON and a UsdSkel skeleton for Nanite Assembly and Houdini pipelines.

● WORKFLOW

Built for Long Sessions

Wind Studio editor tab

Autosave & Undo

Autosave 3 s after every edit, Load Latest, full undo / redo.

Familiar Shortcuts

Maya, Max, Blender and Houdini style keys that never touch Unreal's navigation.

Help Where You Work

Hold Ctrl+Alt for extended tooltips, press F1 to jump to the docs.

Your Own Skeletons

Open Skeletal Meshes from Houdini, PVE or Blender with their bones and skin weights.

● FAQ

Questions

Which engine versions and platforms are supported?

Unreal Engine 5.7 on Win64. UE 5.8 support is on the roadmap.

Which plugins does it need?

Epic's Dynamic Wind (experimental in UE 5.7) and Procedural Mesh Component. Both are enabled with Wind Studio.

Does it change my materials?

No. For Pivot Paint, your material needs the MF_CAAPivotPaint function; the Studio tells you when it is missing and never edits your master material.

Does the plugin ship any content?

No. The few helper assets it needs (MPC_GlobalWind, MF_CAAPivotPaint) are generated in your project the first time they are used.

Can I edit an asset after building it?

Yes. Right-click the Skeletal Mesh and choose Edit in Wind Studio: the source mesh, parts, bones and wind settings come back.

Does it work with Nanite and foliage instancing?

The GPU tier builds Nanite skinned meshes for Epic's Dynamic Wind; the Pivot Paint tier builds Static Meshes that work with foliage instancing.

Ready to rig your first plant?