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Release Notes
All notable changes to Wind Studio, newest first. What comes next is on the Roadmap.
v1.2.1 · First release
Unreal Engine 5.7 · Win64
New
Studio
- One editor tab for the whole job, in six steps: Parts, Bones, Wind, Interaction, Build, Docs.
- Rig in Wind Studio from any Static Mesh in the Content Browser; Edit in Wind Studio reopens a built mesh with its full rig.
- Save & Share Rigs: one file holds parts, bones, painted weights and wind settings. Send it to a coworker or keep it in version control.
- Autosave after every edit, Load Latest after a crash, full undo / redo.
Mesh prep and parts
- Fix the pivot (gizmo or snap to base, top, centre, selection or bone) and bake a new scale into all LODs, Nanite, sockets and collision.
- Select by island, material, polygroup, triangle, smooth region or brush, or split the whole mesh automatically.
- Part roles: Rigid, Core, Mid, Outer. Bone-less leaves can follow a branch part.
- Every part gets its own colour.
Bones and weights
- Auto Bones grows chains through trunks, branches, blades and cloth (Adaptive, Chains or Branching), with a 20 cm default spacing.
- Hand tools: place, move, re-parent, weld, straighten, insert, delete.
- Grass clumps: a few chains drive thousands of blades, each with its own small variation.
- Paint skin weight or stillness (Pin); wind weights from a stiff base to free tips.
- Open rigged meshes from Houdini, Epic's PVE or Blender with their bones and skin weights.
Three runtime tiers
- GPU: Nanite Skeletal Meshes animated by Epic's Dynamic Wind, the cheapest way to fill a forest.
- Pivot Paint: Static Meshes in Epic's Pivot Painter 2 format, animated in the material; works with foliage painting and instancing.
- CPU Physics: a bone chain solver for hero assets, cloth and cables, running on worker threads.
- Banners and flags as one connected sheet, with fabric presets from silk to a wet towel; cables pinned at both ends.
Interaction and level
- Characters push plants aside or are blocked by them; small stems bend, big trunks barely move.
- A test character walks through the asset in the preview.
- One Wind Manager drives every tier together, with weather presets from calm air to a mountain gale.
Build and pipeline
- One-click build with Skeleton and Physics Asset; rebuilding updates every placed copy.
- Optimization for CPU Physics: fewer bones, fewer bones per vertex, no physics asset, slower updates far from the camera.
- Export to Epic's Dynamic Wind format and USD for Nanite Assembly and Houdini pipelines.
Viewport and help
- Lit, Parts, Clay, Weights and Wind views with smooth shading.
- Keyboard shortcuts in the style of Maya, 3ds Max, Blender and Houdini that never clash with Unreal's camera controls.
- Hold Ctrl+Alt for extended tooltips, press F1 to open the docs for any control.
Changed
- New name: Wind Studio (previously announced as Dynamic Wind Studio).
- Interface: graphite panels with one green accent, clearer selected buttons, Studio-styled menus, Type as a dropdown.
- Paint Weights: left-click or R switches to the tool; right-click opens the Skin Weights window.
- Mesh parts list: two lines per part so the name stays visible on a narrow panel; the list fills the panel and scrolls inside itself.
Known limitations
- GPU tier: no character push and no local wind yet, because Epic's Dynamic Wind does not support them.
- CPU Physics: very slow, heavy trunks are limited to about 0.56 Flexibility.
- Windows (Win64) only.

