Thanks for a great deep dive into Motion matching. As an anim/UE newbie who knows nothing about State Machines, Anim Montages etc. I found your vid easy to follow and v informative. Looking fwd to your next vids!
Hey, just wanna ask are u still making videos of motion matching? I've been trying to figure out how turn animation get played in Game Animation Sample, but I can not seem to know which channel and how they are using to keep track of the rotation of player controller.
Hey! Yes, I’m still making videos on motion matching. Regarding the turn animation in the Game Animation Sample, the rotation of the player is being handled by the pose search database of Pivots. It uses motion matching to select the appropriate pivot animation based on the player's rotation at that specific time. It's a bit tricky to follow at first, but essentially the system tracks the controller's rotation and selects the animation that best matches the movement.
@@TheEpicSingh yeah, I noticed that theres two vectors within generated trajectory can be rotated along with players controller, but mine are fixed on direction of the mesh, are there some sort of settings I forgot to turn on?
Thanks for your feedback, I appreciate you pointing out the sound quality issue-I'll work on improving that for future videos. Also I'm glad the tutorial was helpful. 🙂 In the meantime, feel free to check out my latest tutorial on implementing Motion Matching with custom characters in Unreal Engine 5.4: [ua-cam.com/video/b2q63A22y9o/v-deo.htmlsi=l7YDIEPIPXjl7N3w]. Hope you find it helpful as well!
Hey Singh, Just wanted to let you know that this is the best breakdown of motion matching I could find. Thank you. Is it possible to get in touch to collaborate on some projects/ideas?
As a former software engineer transitioning into game dev I could give you video ideas as well as the perspective of a highly successful developer wanting to learn.
Hey! Thank you so much for the kind words. I'm glad you found the breakdown helpful. I'd love to discuss potential collaborations. Please feel free to reach out to me directly at [charandeepsinghjanjuha@gmail.com]. Looking forward to hearing from you!
Could you create a tutorial showing how we can take this project and integrate it into a character from another project? Something like the base third person project.
ua-cam.com/video/b2q63A22y9o/v-deo.htmlsi=bgWSAFw-oX15S8cm Hello! Hope you're doing well! Checkout the latest video about motion matching with custom characters! hope you'll find it useful :)
I love it, I am creating a parkour game, before the motion matching update I created a custom state machine that was handling wall run as soon as player encounters a wall by hitting a line trace and then doing some calculation on event tick. How do I add that logic in this Animation Sample ? I am so confused but I hope this will help
Hi, thanks for the comment! Appreciate your support 🙏🏼 Good to know that you're working on a Parkour game, that's interesting. In game animation sample project they have provided "traversals mechanism" which works as and when the spline is detected which is situated around the edges of the static meshes (ledges), the character performs motion matching to perform the best traversal animation possible to make it look smooth at that particular time. For a wall run, you can either blend your animations or you can create your own logic in the chooser table and implement it with motion matching. I'm curious about that as well. Will be waiting for your progress! I'll let you know when I get some insight on the same. Best of luck! 😁
Hi ! Thanks 41 the tutorial. But I wanna play montage like equip weapon and control layers in montage like we did in ALS with Overlay Override notify. Would you mind to help me ? Thnx in advance !
Hi! Thanks for watching the tutorial. I understand you want to play montages like equipping a weapon and control layers in the montage, similar to how it's done in ALS, I'm working on it for creating a proper implementation with motion matching. Although this Saturday, I'll be releasing a tutorial on animation layering and blending the motion matching lower body with any upper body animation for custom characters. Stay tuned, and thanks in advance for your patience!
Thanks! Motion Matching is mostly used for real-time smooth gameplay character animations. But surely there will be a way to capture the cinematics. I'll look into it and will record a tutorial for the same! Thanks again!
Thank you for the offer! I actually use OBS for my videos. This was my first video using a new mic, so I hadn't set up the audio settings properly yet. I’ll definitely keep the audio hiss in mind for future recordings. Thanks for your understanding!
Can we create a database for wall running anims and them feed them to a logic where if players line trace hits a wall that is tagged as (Wall) then it we can apply logic where it goes to this Wall running data base and then look for these wall running anims and plays it ? I am thinking in this way , very new to unreal so I am not sure if this is the correct way to approach things
Yes that can be the way, you can put wall run animation in the database. Then in pose schema you can set the channel values or weights on what basics you want the wall run animation to trigger. And in the chooser table you can set the conditions accordingly when you want the wall run to apply. And yes when the line trace hits the wall and when the player press the jump and run button with a direction then you can perform the wall run. Somewhat like that should work.
Thanks for the feedback! I recently started using a new mic, so I'm still working on adjusting the settings. I'll definitely try to improve the audio quality in future videos. Appreciate your support!
Sorry to hear you found some parts frustrating. Could you clarify what you mean by the 'star menu'? I'll make sure to take your feedback into account for future videos. Thanks for watching!
Haha, not quite! 😅 It's actually a new mic, and I haven't set the perfect settings yet. Plus, it was raining outside and the window was open. Thanks for pointing it out-I'll make sure to improve the sound quality for future videos.
Where can I download this level design prototype?
Thanks for a great deep dive into Motion matching. As an anim/UE newbie who knows nothing about State Machines, Anim Montages etc. I found your vid easy to follow and v informative. Looking fwd to your next vids!
I'm glad my tutorial was helpful for you! Thanks a lot for your support! ☺️🙏🏼
Hey, just wanna ask are u still making videos of motion matching? I've been trying to figure out how turn animation get played in Game Animation Sample, but I can not seem to know which channel and how they are using to keep track of the rotation of player controller.
Hey! Yes, I’m still making videos on motion matching. Regarding the turn animation in the Game Animation Sample, the rotation of the player is being handled by the pose search database of Pivots. It uses motion matching to select the appropriate pivot animation based on the player's rotation at that specific time. It's a bit tricky to follow at first, but essentially the system tracks the controller's rotation and selects the animation that best matches the movement.
@@TheEpicSingh yeah, I noticed that theres two vectors within generated trajectory can be rotated along with players controller, but mine are fixed on direction of the mesh, are there some sort of settings I forgot to turn on?
motion wrapping is a plugin you need to enable to get that componet.
Yup! The motion warping component is added in the character blueprint
thanks for making this helpful video. The sound quality has a lot of noise which is a bit distracting.
Thanks for your feedback, I appreciate you pointing out the sound quality issue-I'll work on improving that for future videos. Also I'm glad the tutorial was helpful. 🙂
In the meantime, feel free to check out my latest tutorial on implementing Motion Matching with custom characters in Unreal Engine 5.4: [ua-cam.com/video/b2q63A22y9o/v-deo.htmlsi=l7YDIEPIPXjl7N3w]. Hope you find it helpful as well!
Hey Singh,
Just wanted to let you know that this is the best breakdown of motion matching I could find. Thank you. Is it possible to get in touch to collaborate on some projects/ideas?
As a former software engineer transitioning into game dev I could give you video ideas as well as the perspective of a highly successful developer wanting to learn.
Hey! Thank you so much for the kind words. I'm glad you found the breakdown helpful. I'd love to discuss potential collaborations. Please feel free to reach out to me directly at [charandeepsinghjanjuha@gmail.com]. Looking forward to hearing from you!
That's fantastic! Your background as a software engineer and your perspective as a developer transitioning into game dev would be incredibly valuable.
Tutorial is really good ! Keep it up friend !
Good to hear! Much thanks for your support friend! 😁🙏🏼
Could you create a tutorial showing how we can take this project and integrate it into a character from another project? Something like the base third person project.
Sure, Coming soon! Hope you liked the tutorial 😊
@@TheEpicSingh Thank you! Great video!!!
@@TheEpicSingh I love your content I want to see that tutorial you have a new sub
@@alvarojesuscabrerahuari2430 Thanks for the support! Tutorial coming up on Saturday :)
ua-cam.com/video/b2q63A22y9o/v-deo.htmlsi=bgWSAFw-oX15S8cm
Hello! Hope you're doing well!
Checkout the latest video about motion matching with custom characters!
hope you'll find it useful :)
I love it, I am creating a parkour game, before the motion matching update I created a custom state machine that was handling wall run as soon as player encounters a wall by hitting a line trace and then doing some calculation on event tick.
How do I add that logic in this Animation Sample ? I am so confused but I hope this will help
Hi, thanks for the comment! Appreciate your support 🙏🏼
Good to know that you're working on a Parkour game, that's interesting.
In game animation sample project they have provided "traversals mechanism" which works as and when the spline is detected which is situated around the edges of the static meshes (ledges), the character performs motion matching to perform the best traversal animation possible to make it look smooth at that particular time.
For a wall run, you can either blend your animations or you can create your own logic in the chooser table and implement it with motion matching.
I'm curious about that as well. Will be waiting for your progress!
I'll let you know when I get some insight on the same.
Best of luck! 😁
@@TheEpicSingh this is very helpful thanks a lot
Hi ! Thanks 41 the tutorial. But I wanna play montage like equip weapon and control layers in montage like we did in ALS with Overlay Override notify. Would you mind to help me ? Thnx in advance !
Hi! Thanks for watching the tutorial. I understand you want to play montages like equipping a weapon and control layers in the montage, similar to how it's done in ALS, I'm working on it for creating a proper implementation with motion matching.
Although this Saturday, I'll be releasing a tutorial on animation layering and blending the motion matching lower body with any upper body animation for custom characters. Stay tuned, and thanks in advance for your patience!
Hello sir. Good work.
Can it be used in cinematic?
Thanks!
Motion Matching is mostly used for real-time smooth gameplay character animations.
But surely there will be a way to capture the cinematics. I'll look into it and will record a tutorial for the same!
Thanks again!
Which editing software do you use? If you don't know how, you can send me the audio file and I can get rid of the audio hiss for you ;-)
Thank you for the offer! I actually use OBS for my videos. This was my first video using a new mic, so I hadn't set up the audio settings properly yet. I’ll definitely keep the audio hiss in mind for future recordings. Thanks for your understanding!
Awesome work
Thanks a lot!
Can we create a database for wall running anims and them feed them to a logic where if players line trace hits a wall that is tagged as (Wall) then it we can apply logic where it goes to this Wall running data base and then look for these wall running anims and plays it ? I am thinking in this way , very new to unreal so I am not sure if this is the correct way to approach things
Yes that can be the way, you can put wall run animation in the database. Then in pose schema you can set the channel values or weights on what basics you want the wall run animation to trigger. And in the chooser table you can set the conditions accordingly when you want the wall run to apply.
And yes when the line trace hits the wall and when the player press the jump and run button with a direction then you can perform the wall run. Somewhat like that should work.
Great content, but hope you clear the background noise in future videos. My ADHD brain can't take it :)
Thanks for the feedback! I recently started using a new mic, so I'm still working on adjusting the settings. I'll definitely try to improve the audio quality in future videos. Appreciate your support!
@@TheEpicSingh Looking forward to it :) Thanks for the tutorials.
W
Soooooo annoying that star menu opening all the time FFS. Also says it’s an hour long vid but spends half of it showing literally the obvious 🤦♂️
Sorry to hear you found some parts frustrating. Could you clarify what you mean by the 'star menu'? I'll make sure to take your feedback into account for future videos. Thanks for watching!
you record this in the shower guy?
Haha, not quite! 😅 It's actually a new mic, and I haven't set the perfect settings yet. Plus, it was raining outside and the window was open. Thanks for pointing it out-I'll make sure to improve the sound quality for future videos.