Ossim is a simulation baking tool. It allows you to generate an armature and skinned geometry based on physics simulation to use in game engines and realtime applications such as Unreal Engine 4 or Unity3d or any other realtime application that supports animated armatures.
Generated armature in Blender:
Result exported to UE4:
Ossim 1.1 Release Notes:
Plans for the next release (1.2 and 1.3):
Also I will probably make video sequence in UE4 showcasing actual scene with lighting, assets, etc (some destruction sequence similar to Elements Demo from Epic).
If you have any suggestions for features let me know!
I think this add-on does more-or-less what's described here:
Vertex Animation- This script creates a new panel in the object mode tool shelf as well as a new operator. When called the operator will take all selected mesh objects in the active scene and copy their mesh data per frame. The difference in each vertex location and normals in world space is then stored as color data in two images respectfully. A new mesh is created for export with it's second UV channel's vertices spaced evenly across the V axis.
Mesh Morpher- This script creates a new panel in the object mode tool shelf as well as a new operator. When called the operator will (based on user settings) store shape key vertex offset data in a mesh's UV channels, and store normal data in it's vertex colors.
Hasn't seen any updates in a year, it might be abandoned, but it seems to work well in 2.79. Might be a good place to start. It is licensed under GNU General Public License v3.0.
Really interesting technique for vertex animation. But yeah, Ossim (bone in latin) is for different, more traditional approach to animation. I will actually play with Houdini/UE4 and that script on github maybe come up with something for Ossim.
Ossim 1.3 Release Notes: