I see a lot of comments by developers that say games start to look the same, but in reality the average gamer does not care, locomotion is only 1 part of the game. I personally think gamers want to enjoy themselves and rather have a proven locomotion system then a buggy custom selfbuild one.
@AndyHendriks that's 100% true, all I'm saying is that some authenticity will go along way in making your game feel different. It wouldn't be good if every single game had the same GASP animation using the same UDS sky with metahuman characters and so on
I like motion matching, but honestly i think a hybrid state machine system is going to have to be what i mostly use, because motion match doesn't really seem to work well with upper body anima.
I like it too but the way I had to configure everything ended being more complex than just using state machines, more because I want all the animations to be original.
I tried mirroring the traversals and it didn’t choose the mirrored versions no matter how hard I tried to mimic their setup. I hope it gets to a point where I can just add animations to a data table and set animation conditions.
could you point us to the assets representing this? I didn't find any animation blueprint with only the state machine setup. Edit: found it :) Just use the B input in the Two Way Blend in ABP_SandboxCharacter. Specificaly change "UseExperimentalStateMachine" to true
@@UlissesSampaio Orientation warping rotates just the pelvis bone, keeping the spine (torso) direction, it’s useful to use only one animation to any direction
@@UlissesSampaio ua-cam.com/users/shorts_d__7AFsNCA?si=dPx8-86KKkT_EH5R in this video I show it working, I use only forward direction animation sequences and rotate them using that node
@@aubriestarks2242 it is, but I write all the script, don’t worry about fully AI content, I’ll never do it, I think this may be better for comprehension than I speaking myself since I’m not native speaker, thank you for the feedback!
For me the problem with easily accessible AND high quality assets is that every other game is gonna use it now without modifying it too much
@@Lepumpkino I agree, that will make many games look the same
@@cjmlima_art yeah we've seen this with ALS before
I see a lot of comments by developers that say games start to look the same, but in reality the average gamer does not care, locomotion is only 1 part of the game. I personally think gamers want to enjoy themselves and rather have a proven locomotion system then a buggy custom selfbuild one.
@AndyHendriks that's 100% true, all I'm saying is that some authenticity will go along way in making your game feel different. It wouldn't be good if every single game had the same GASP animation using the same UDS sky with metahuman characters and so on
Great information, thanks! I am also a solo dev and I think motion matching is not something I can afford for my project.
@@brk29 I hope they really turn this into a “just drag animations into” thing, but until there I’ll keep working traditionally
Seems probably be better for mocap though you can blend mocap but it likely will get improved as time progresses
I like motion matching, but honestly i think a hybrid state machine system is going to have to be what i mostly use, because motion match doesn't really seem to work well with upper body anima.
I like it too but the way I had to configure everything ended being more complex than just using state machines, more because I want all the animations to be original.
@cjmlima_art Same. I'm having to do all my uppers from scratch because nobody has any Splinter Cell style weapon carry animations.
@@epsilon3569 oo splinter cell, can u share what kinda game u're working on?
I tried mirroring the traversals and it didn’t choose the mirrored versions no matter how hard I tried to mimic their setup. I hope it gets to a point where I can just add animations to a data table and set animation conditions.
I’ve tried very hard too, only achieved some buggy animations with very specific configuration, I hope the same
Awesome! Thanks for the tip
@@menaceflame you’re welcome!
In 5.5 GASP they have an alternative State machine setup. It's worth taking a look at but overall the system isn't very beginner friendly
Thank you very much for sharing this, I'll take a deep look.
could you point us to the assets representing this? I didn't find any animation blueprint with only the state machine setup. Edit: found it :) Just use the B input in the Two Way Blend in ABP_SandboxCharacter. Specificaly change "UseExperimentalStateMachine" to true
Tbh I’m going to try to just plug and play and hope none of you notice when you play my game ❤
Great video!
Thank you very much!
Not to me. I tried the example project and it's very unresponsive and fails to register inputs constantly.
@@n1lknarf the same happened to me, I hope they improve it soon
How does orientation warping works?
@@UlissesSampaio Orientation warping rotates just the pelvis bone, keeping the spine (torso) direction, it’s useful to use only one animation to any direction
@@UlissesSampaio ua-cam.com/users/shorts_d__7AFsNCA?si=dPx8-86KKkT_EH5R in this video I show it working, I use only forward direction animation sequences and rotate them using that node
No..not worth now
This sounds like a text-to-speech or it's read by an AI. Still good info, though.
@@aubriestarks2242 it is, but I write all the script, don’t worry about fully AI content, I’ll never do it, I think this may be better for comprehension than I speaking myself since I’m not native speaker, thank you for the feedback!
@@cjmlima_art All good. Thanks for putting the work in for us to benefit from.
@@aubriestarks2242 you’re welcome, feel free to make suggestions