This video is helpful. The videos you made are so related and important to motion matching. I believe you deserve more audience. Great job and keep it up!
Thank you so much for the support and kind words! I'm glad you found the video helpful. It means a lot to hear that the content is valuable and relevant. I'll keep working hard to bring more quality tutorials on motion matching and other topics. Thanks again for your encouragement!
Just use FootPlacement node before the LegIK node, make them into Booleans (Replacing the float Alpha) Make a function that does or doesn't allow to use foot placement and leg IK with an output of boolean, in that function you only need to pull a Curve value for the "MovingTraversal" and check if "Is Falling" make sure that curve is always 0 when using footplacement and LegIK, and there you go Complete FootIK with Slope too. The issue in this template is the curves, curves in here are extremely important. you don't need the control rig here.
Thanks for the suggestion! I'll definitely give this method a try. It sounds like an efficient approach, especially with the emphasis on curves. I appreciate the insight! 😃
Awesome tutorials you've made so far. If it's possible I'd love to see some kind of modification to the first person camera that smooths out the motion. I've tested it with a couple of people who say it gives them motion sickness.
Thanks for the kind words! 😊 You can definitely smooth out the camera motion by adjusting the speed of the linear lerp camera movement transition. There should be a variable for that in the blueprint, which you can tweak to reduce the abruptness and make the camera movement smoother or faster. Let me know if you need help finding or adjusting it!
Thanks for the support! I'm actually uploading a video today on adding custom traversal meshes. In an upcoming video, I'll dive into how traversal moves with motion matching work, so stay tuned!
The solution to fix the ik_foot going back to red text is to make a whole new node and replace them that way. Duplicating the node will not work. Weird little controlrig bug. Also, you wouldn't happen to know a way to fix the FootIK sometimes glitching making the feet go up and down really fast while standing on the floor?
Thanks for the tip on the IK_Foot issue-I'll give that a try! As for the FootIK glitch, I've noticed that too. It usually happens when the IK solver is struggling to find the right position for the feet. One possible fix is to adjust the sensitivity of the foot detection or add a slight delay to smooth out the rapid changes. I'll look into it more and share any solutions I find. Thanks for watching and for the helpful input!
I suppose your shoes mesh is not attached to the foot. You will need to attach the shoes to your foot using "parent socket" in your shoes properties in your player blueprint. Just in your parent socket search for left foot and right foot for your both left shoe and right shoe respectively.
@@TheEpicSingh My shoes its not 2 objects, its one object, its attach in character BP by dublicate mesh and select shoes mesh. I fix my error - just need restart UE.
I'll definitely consider making a tutorial on that in the future! Adding vehicles and animations requires setting up the right mechanics, so stay tuned for more content
This video is helpful. The videos you made are so related and important to motion matching. I believe you deserve more audience. Great job and keep it up!
Thank you so much for the support and kind words! I'm glad you found the video helpful. It means a lot to hear that the content is valuable and relevant. I'll keep working hard to bring more quality tutorials on motion matching and other topics.
Thanks again for your encouragement!
Just use FootPlacement node before the LegIK node, make them into Booleans (Replacing the float Alpha) Make a function that does or doesn't allow to use foot placement and leg IK with an output of boolean, in that function you only need to pull a Curve value for the "MovingTraversal" and check if "Is Falling" make sure that curve is always 0 when using footplacement and LegIK, and there you go Complete FootIK with Slope too. The issue in this template is the curves, curves in here are extremely important. you don't need the control rig here.
Thanks for the suggestion!
I'll definitely give this method a try. It sounds like an efficient approach, especially with the emphasis on curves. I appreciate the insight! 😃
Awesome tutorials you've made so far. If it's possible I'd love to see some kind of modification to the first person camera that smooths out the motion. I've tested it with a couple of people who say it gives them motion sickness.
Thanks for the kind words! 😊 You can definitely smooth out the camera motion by adjusting the speed of the linear lerp camera movement transition. There should be a variable for that in the blueprint, which you can tweak to reduce the abruptness and make the camera movement smoother or faster. Let me know if you need help finding or adjusting it!
great video!!, can u please make a video explaining vaulting and traversal moves with motion matching, it would be a huge help.
Thanks for the support! I'm actually uploading a video today on adding custom traversal meshes. In an upcoming video, I'll dive into how traversal moves with motion matching work, so stay tuned!
Thanks for making the video and keep It up
Thanks for the support! I'm glad you found the video helpful. I'll keep bringing more content-stay tuned!
The solution to fix the ik_foot going back to red text is to make a whole new node and replace them that way. Duplicating the node will not work. Weird little controlrig bug.
Also, you wouldn't happen to know a way to fix the FootIK sometimes glitching making the feet go up and down really fast while standing on the floor?
Thanks for the tip on the IK_Foot issue-I'll give that a try! As for the FootIK glitch, I've noticed that too. It usually happens when the IK solver is struggling to find the right position for the feet. One possible fix is to adjust the sensitivity of the foot detection or add a slight delay to smooth out the rapid changes. I'll look into it more and share any solutions I find. Thanks for watching and for the helpful input!
@@TheEpicSingh Thank you for the video and reply! 😄
My character have sub mesh - shoes, Ground IK move my foot character, not shoes, how i can fix it?
I suppose your shoes mesh is not attached to the foot. You will need to attach the shoes to your foot using "parent socket" in your shoes properties in your player blueprint.
Just in your parent socket search for left foot and right foot for your both left shoe and right shoe respectively.
@@TheEpicSingh
My shoes its not 2 objects, its one object, its attach in character BP by dublicate mesh and select shoes mesh.
I fix my error - just need restart UE.
Bhaisahab . How can i add vehicle and animations using this .
I'll definitely consider making a tutorial on that in the future! Adding vehicles and animations requires setting up the right mechanics, so stay tuned for more content