Documentation

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Getting started

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AutoVAT converts animated meshes into vertex animation texture (VAT) packages for real-time engines. In a typical workflow, import an animated asset, select the animation clips, bake the VAT textures, generate the materials, and export the package to the target engine. Verified accounts can download AutoVAT and try 4 successful single bakes before purchase.

Workflow

  1. Open AutoVAT.
  2. Import an FBX, glTF/GLB, or Alembic file.
  3. Preview the animation and choose the clips you want to bake.
  4. Select the engine target and export format.

Source files

Typical source files Use FBX or glTF/GLB for polygon meshes with UVs, material slots, skeletal animation, or rigid object animation. Use Alembic (.abc) for geometry-cache deformation such as baked vertex motion; morph targets and blendshapes are not imported as separate channels, so export those effects as Alembic when you need them in a VAT bake. Keep asset and clip names readable because AutoVAT uses them when creating engine assets and generated helper files.