MontageForge
Core
Build montages from a recipe, with notifies at authored times.
Open source · Fab
Plugins / MontageForge
2 plugins in this set.
Engine-only. No accounts, no models, no keys.
What it does
Build a montage from a recipe in one step — asset, slot, notifies, blend settings
Fire gameplay events at authored moments — the notify every GAS project rewrites, shipped
Author timings as fractions of the clip, so a regenerated animation cannot break them
Capture hand-tuned timings back into the recipe instead of losing them
Rebuild only when told — hand-tuning is never silently overwritten
Seen, not described
What it is
A montage is where an animation stops being a clip and starts being a thing an ability can play. MontageForge creates the asset, places gameplay-event notifies at the times you authored, and rebuilds the whole thing from its recipe when the source animation changes.
It also captures hand-tuned timings back into the recipe, which is the part that matters after the first week: an animator nudges a notify by three frames, and the recipe learns it rather than overwriting it on the next rebuild.
There is no generation in it at all. It is ordinary production tooling — just as useful when every clip in the project came from mocap.
What is in the set
Install what you need. A toolset can be deleted and the capability beside it behaves identically; a provider can be deleted and the core still loads, with one fewer option.
Asked first
No. It is ordinary production tooling with no generation in it: recipes, notifies and rebuilds are just as useful when every clip came from mocap. It also happens to be the bridge that makes generated clips playable.
Nothing breaks. Timings are stored as fractions of the clip, not as seconds — “sixty percent through” survives a regeneration, where “at 2.4 seconds” quietly stops meaning what it meant.
No. Nothing rebuilds implicitly, a rebuild refuses to discard hand-tuning unless told, and captured timings flow back into the recipe. A montage you have touched is treated as yours from that moment on.
No — that step needs to know what an ability is, and this plugin deliberately does not. Your gameplay code, or an add-on that knows your framework, does the assignment.
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