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UVAAssetCollection

The VA Asset Collection is the core asset type in the Vertex Animation Toolset that manages and stores all data required for vertex animations. It serves as a container that holds meshes, animations, and their associated data.

VA Asset Collection

For step-by-step instructions on creating a VA Asset Collection, see our Quick Start Guide. To understand how VA Asset Collections fit into the overall workflow, check out the Workflow Overview.

Overview

A VA Asset Collection contains:

  • Source skeletal meshes and their build settings
  • Built vertex animation meshes
  • Animation data stored in textures
  • Material configurations
  • Per-mesh custom data

Components

Mesh Data

  • Stores converted static meshes optimized for vertex animation
  • Maintains UV channel information
  • Contains bone data for skeletal mesh animations
  • Tracks vertex counts and bounds
  • Stores material configurations and overrides

Animation Data

  • Position and rotation/normal texture data
  • Animation frame data
  • Animation bounds
  • Frame rates and timing information
  • Animation sequence metadata

Material Settings

  • Source material references
  • Material build configurations
  • Material parameter mappings
  • Custom material data per mesh

Editor Features

A custom editor window is available for working with VA Asset Collections. See the VA Asset Editor page for more information.

VA Asset Collection

Technical Details

Storage Format

  • Animations are stored as texture-based vertex data
  • Positions and rotations/normals are split into separate textures
  • Each mesh maintains its own vertex layout and UV configuration
  • Build hashes track asset changes and dependencies

Performance Considerations

  • Optimized for runtime texture sampling
  • Efficient memory usage through texture-based storage
  • Minimal runtime overhead
  • Built data is preprocessed for optimal playback

See Also