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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.

2021 Epic MegaGrant Recipient · Native Unreal Engine tools by ConceptAArt Labs