PRODUCT FAMILY BY KWI

Velura System

The system
that moves worlds.

An end-to-end ecosystem for virtual live production — planning, production, streaming, and operations.
Co-creating the next generation of live experiences.

Platform
Unreal Engine
Products
Physics / Shader / DMX
By
KWI
NEWS

News

  • Velura System product site launched
01 PRODUCTS

Velura System Products.

Each product is an independent Unreal Engine (UE) plugin. Start with just the one you need — combine them, and the range of expression grows even further.

BETA+ / AVAILABLE SOON

Velura Physics

A character-sway physics plugin for Unreal Engine that balances setup efficiency with expressive power. From hair to skirts and capes.

Coming to FAB ↗ Learn more ↓ Contact us →
PREPARING RELEASE

Velura Shader

Refined, high-fidelity character shading — fully under your control.

Contact us →
PREPARING RELEASE

Velura DMX

Complex live-stage lighting control, made simple and approachable.

Contact us →
02 VELURA PHYSICS

Velura Physics

BETA+ / AVAILABLE SOON ON FAB

Natural motion, under your control.

An Unreal Engine plugin for the full range of swaying elements — hair, skirts, capes, tails, and accessories —
bringing them to life quickly and satisfyingly.

Velura Physics demo placeholder

DEMO MOVIE YOUTUBE / COMING SOON

03 CORE VALUE

Three strengths behind natural motion.

01

Works instantly, fits right in

Auto-connected constraints, purpose-built presets, and mirrored collision editing cut trial and error. Python / Blueprint APIs cover batch tuning and QA automation, so the time you save goes back into expression.

02

Simple controls, rich expression

The focused, no-guesswork UI stays as it is, while an evolved constraint structure and versatile anti-penetration measures cover everything from fine strands of hair to large capes.

03

See it, verify it

Preview animations right inside the Animation Blueprint. The Quick Controls panel gives one-touch access to pose, frame stepping, debug wind, and penetration checks — with debug rendering that matches play-in-editor (PIE), tuning is finished without ever launching the game.

04 SETUP & WORKFLOW

Works instantly, fits right in.

ASSET SHARING — settings become team assets.

Key parameters and collisions are aggressively externalized as assets. Reuse settings across characters, share them within your team, and reference the same asset from multiple Animation Blueprints.

DETAILS PANEL

From applying purpose-built presets to asset Export / Reload and mirrored collision editing — setup lives in one Details panel.

VeluraPhysics Details panel (asset Export / MirrorBones / Root Bone settings)
05 FINE CONTROL

Simple controls, rich expression.

ADJUSTABLE PARAMETERS — a representative selection

StiffnessHow strongly bones return to their original pose (rigidity)
DampingHow quickly the sway settles
Velocity AttenuationRestrains the return velocity (prevents spring-like bounce-back)
Gravity ScaleHow strongly gravity applies
Global / Local InertiaInertia from character movement and rotation — hair and tails flow naturally on turns
Angle Limit / Max Distance / BackstopLimits on angle, travel distance, and sink-in
Contact FrictionFriction on contact (how much things slide)
Surface / Bending ConstraintConstraints expressing the twist and bending stiffness of cloth surfaces
Per-chain OverrideStart from shared settings, then override only what each chain needs
Anomaly detectionAutomatically detects abnormal angles and stretch ratios (Experimental)
Physics simulation settings panel
Physics simulation settings panel (actual editor view)

There are many more parameters and constraints than fit here — and nearly all of them support curve control.

06 PREVIEW & DEBUG

See it, verify it.

QUICK CONTROLS

Debug-view toggles, animation preview playback / frame stepping, debug wind, and penetration checks — all gathered in a single panel.

Quick Controls panel
AND MORE

Built for production — and then some.

Setup

  • Purpose-built presets included — hair / skirt / cape / tail / ribbon
  • 7 material presets — from Rigid to Silk, set constraint stiffness in one touch
  • One-click collision generation from PhysicsAsset

Collision

  • Sphere / capsule / tapered capsule / box / plane + edge collision
  • World collision — interact with stages and props
  • External actor tracking — collisions from guitars, weapons, and other actors are pulled in automatically every frame
  • Edit collisions by mouse drag
  • Mirrored collision editing — build one side and the other is generated automatically (one-click duplication of RootBone and collisions, too)

Stability

  • Fixed substepping on by default — physics runs on its own steady 60 Hz clock, independent of rendering, so behavior stays stable under frame-rate swings. Works out of the box
  • During fast movement, simulation steps are subdivided further to suppress jitter automatically (Experimental)
  • Warm-up plus caps on translation / rotation deltas keep teleports from exploding
  • SupportBone — suppresses skirt-through-legs artifacts without complex rigging

Production pipeline

  • SimulationBlendWeight — blend physics with the source animation per bone / chain
  • Swap settings dynamically in Sequencer — even per cut
  • Reinforce precision with dummy-bone insertion / bone splitting
  • Quick Controls panel — rendering, pose, wind, and penetration checks in one tab
07 ADOPTION

Adoption.

VIRTUAL LIVE

Adopted in a virtual live concert

Velura System was adopted end to end — from hair and costume sway to material expression and synchronized stage lighting.
* Title and footage will be published once publication approval is granted.

USED PRODUCTS VELURA PHYSICS VELURA SHADER VELURA DMX
AND MORE

Coming soon...

More case studies will be added over time.

08 ROADMAP

Toward the next expression.

From bone physics to shaders and lighting control — expanding the foundation of character expression.

Contact us

  1. Now
    Velura Physics

    UE / Bone Physics — Beta+

  2. Soon
    Velura Shader / DMX

    Preparing for release...

  3. Next
    Velura Physics — Mesh Cloth support

    Eagerly developing...

  4. Beyond
    And beyond...

    For expressions yet to be seen.

09 PURCHASE

STANDARD LICENSE

FAB RELEASE PLANNED
Price

Announced at FAB release

Commercial use for individuals and studios alike.

  • Unreal Engine 5.3 and later
  • Bone-based physics (Mesh Cloth support coming)
  • Source code included
  • Purpose-built presets included (hair / skirt / cape, etc.)
  • Curve control over nearly every parameter

OPTIONAL DEVELOPMENT

Development tailored
to your product.

We take on company-specific features, bespoke implementations, and integration support. Talk to us when you need more than the standard license — we are also looking for co-development and adoption partners.

Discuss custom development
10 CONTACT

Contact

Product questions, custom development, integration support — we would love to hear from you.
We also handle company-specific features and bespoke implementations. We are looking for co-development and adoption partners!