![Medium 1 für Eintrag Nature Growth System [NGSys] - Tree Designer & Growth Animation Baker](https://media.fab.com/image_previews/gallery_images/ed5f480c-d58a-4cbb-8d46-d56d2e8e9ad7/16479b2d-65c0-4f9b-9160-9af463342b3a.jpg)
Beschreibung
DOCUMENTATION
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Hello, Friend. Thank you for your interest in my merchandise :). I hope you like it!
Have you ever thought of animating the tree to grow as if it was alive in your game or cartoon? Or maybe your game simply needs these trees growing based on some logic?
Nature Growth System (NGSys) is your key to animating foliage!
Bring your own rigged tree or build one directly in Unreal, and get a ready-to-use Animation Blueprint that grows it organically from a bare trunk to a full canopy. No C++, no keyframes, no DCC round-trips.
NGSys in a Nutshell (pun intended 🌰😉)
One Float Drives Everything:
Control the entire growth wave with a single GrowthAlpha (0 to 1). Hook it up to a Timeline, a Blueprint variable, or a gameplay event, and watch the tree establish its shape early before filling in the twigs.Bake Any Tree in Couple Clicks:
1. Point the Growth Baker at any sensibly rigged (Skeletal Mesh) Tree (PVE exported, Megaplants, or designed directly in plugins own Tree designer!)
2. Process the mesh for validity of structure. Bake the Animation Blueprint. You get baked timing, an artist preset, and a fully wired AnimBP ready for your logic.
Live Runtime Tuning:
Adjust easing, per-level timing, and girth falloff on the fly.
Duplicate a preset and make every tree in a forest grow differently—without ever re-baking or touching the shared asset.In-Editor Tree Designer:
Did we mention you will get built-in Tree designer?
You will!
Build trees directly in your level to see how they fit the environment.
Use procedural sliders for speed design of the tree on all levels from roots to fruits!
Tweak and draw branches, roots and trunk by hand for control. Or mix the procedural and manual approach.
Add roots, tweak canopies, scatter Nanite assemblies, and lock in real-world UV tiling so bark never stretches.
Once it's ready - just export your Tree to either Skeletal or Static Mesh*.
*Note: static mesh export may be slow if the tree contains lots of foliage. It's advisable
What's Under the Hood
Zero Experimental Plugins: Built entirely on shipped, stable GeometryScripting and EditorScriptingUtilities.
Hierarchy Aware: The system reads your Tree's skeleton to figure out growth order naturally. Trunks stay trunks, roots and branches peel off—exactly how a real tree behaves.
PVE and MegaPlant Trees support: Works with most popular trees library in UE community!
Realistic Unfurling: Branches slide out organically using baked local translation. No popping in, no glued-on joints, and no skinning stretch.
What you get:
Tree Designer and Growth Baker: 2 tools as a bundle that work separately or together depending on your task!
The Valencia Orange: A complete, game-ready example tree, full materials (bark/leaves/blossoms/fruit), and a playable growth Blueprint. Feel free to reuse the assets to make your own tree variations and use them in your projects
Demo level: A demo level with examples on how to use designer and Growth Baker.
22 Example AnimBPs: 7 study folders isolating specific parameters (easing, tip-growth, unfurl duration) so you can see exactly what every knob does without guessing.
5 Tuned Curve Presets, a demo level, and a full user manual.









