Thanks man, tryed to upload as fast as I could! I will try to upload it with the launch of 5.5 since they are adding some new things to motion matching there
Hey man, love the video. Question for you: at 11:46 you grab all the blue output lines together and drag them to the new one. How do you do that? Is it a keyboard shortcut?
Hey! I Decided to do Combat system before becuase it's much more complicated, envolved with Motion matching and literly the only one on the internet. As for the guns, the main complication is what I already uploaded in the choosers video. Other then that, it's just to follow any other one of the hunderds videos on youtube.
Thanks man! If you mean the attack animations- Then it has nothing to do with the motion matching, just need to create better attack animations. If you mean the movement animations- The more animations there are in the DataBase the smoother it will be. (ofc the quality of the animations changes as well)
@@KartoonDevelopTips got it, I had a big trouble in solving Root motion issue when retargeting animation. But it is solved now. Can i do attack while running? I mean player feels stuck when doing attack coz he cannot dodge or move
man i really wanted to use this instead of having another motion matching table.. but honestly... this way has too many problems.. my head grew when i switched variables... my character was stuck t posing in half its body when in idle it doesn't like motion matching at all. this works well if you literally want a character to just carry a sword all the time and never EVER let go of it.
hey, an issue I'm facing is that when I have several enemies on screen, only one of them takes damage which is the first enemy since the sword BP has a do once, is there a way to have the do once for each enemy?
Hey! I haven't tried it yet so I have no idea if it will work but: Maybe save the last hit character as a variable at the start of the event. Then make a branch of: If the character you hit is not the character you hit the last time, then reset the "Do Once" node. Again, Don't know if it would work but worth a try. I will check tomorrow myself if it works, I am intrested.
hey so i want to use the normal motion matched animations when i dont have the sword equipped and only use the sword locomotion when i have it equipped, i thought i could just make a bool and update it when equipped or not and put a branch in animations, can you help in how i can do that
No problem at all. There is a tutorial I made few months ago called Motion Matching Advanced Tutorial. In this video I used Bool nodes in the AnimGraph, which is exacly what you need- check it out! Just insted the variable we have in that video, use "doesHaveSword" or something and thats it.
@@KartoonDevelopTips i also have this issue where when. jump, the character spams the landing animations right after i jump. i tried to find a solution everywhere i still cannot find it
yeh I am having trouble with this as well. The other video the creator quoted doesn't really help with this also, unless you completely scrap the blend per bone node completely.
Can anyone help me? The animations I exported from the game sample project are not Looping in place like running animation, can I make them loop in place so I can use them on a blend space with other animation, if anyone knows how to do please help me
Hey, If you are talking about using them in the Motion Matching Database watch 00:48, I explained why it can't work. If not, just double click the animation and you can enable loop on the side there
i'm not sure what's wrong here but I casn inflect damage only with the air attack, not by the regular ones, it looks the same setting in all of them, but only air attack lowers the enemyHP any thoughts anyone?
basically the problem was from the animation montages, in the video all attack montages were already created except the AirAttack, So we needed to create the montage manually and add the animation to it, after creating the montages manually it solved the problem, if someone will encouter similar difiiculty, just create a montage add the animation to it, change the default slot to upperBody and add the notifications, in the CHT_Attack change the montages to the one you manually created and that's it hope it helps someone
bro you are a life saver tnx a lot for this amazing tutorial
Happy to hear that brother!
Finally!!!!!
Thanks for making it! First and best one on the internet
Thanks a lot!
Awesome video! Thank you so much.
Absolute Legend !, love the content keep up the great work !
Thanks man!
bro, thanks a lot! I didn't even know about the existence of the Chooser plugin...
Happy to help man, it's an amazing system
Thanks bro Nice Content ❤🔥
Yes! I've been waiting for more motion matching tutorials from you. Are you still working on the advanced locomotion system though?
Thanks man, tryed to upload as fast as I could!
I will try to upload it with the launch of 5.5 since they are adding some new things to motion matching there
@@KartoonDevelopTips Sweet, that makes sense. Looking forward to it.
Hey man, love the video. Question for you: at 11:46 you grab all the blue output lines together and drag them to the new one. How do you do that? Is it a keyboard shortcut?
I can't seem to find which video the "Current Speed" variable is created in (referenced at 2:20). Any help is appreciated!
finally, I was waiting for this
but I thought you were going to do guns
Hey! I Decided to do Combat system before becuase it's much more complicated, envolved with Motion matching and literly the only one on the internet.
As for the guns, the main complication is what I already uploaded in the choosers video. Other then that, it's just to follow any other one of the hunderds videos on youtube.
Naruto blue bird... Love it
I love how you made this tutorial so easy and simple. I have a question How can we make the animation look smoother with motion matching?
Thanks man!
If you mean the attack animations- Then it has nothing to do with the motion matching, just need to create better attack animations.
If you mean the movement animations- The more animations there are in the DataBase the smoother it will be. (ofc the quality of the animations changes as well)
@@KartoonDevelopTips got it, I had a big trouble in solving Root motion issue when retargeting animation. But it is solved now.
Can i do attack while running? I mean player feels stuck when doing attack coz he cannot dodge or move
@@akashsalvator5220 Sure. All you need to do is to blend the combat animations with the running animations and delete the "Can Move" Variable
Hi, I have a problem with Air Attack, when i jump and do air attack i cant do any attacks anymore. Can you help me find out why?
man i really wanted to use this instead of having another motion matching table.. but honestly... this way has too many problems..
my head grew when i switched variables...
my character was stuck t posing in half its body when in idle
it doesn't like motion matching at all.
this works well if you literally want a character to just carry a sword all the time and never EVER let go of it.
is that also working for the gasp?
Hi, how should I configure my chooser table with UE 5.5 ?
hey, an issue I'm facing is that when I have several enemies on screen, only one of them takes damage which is the first enemy since the sword BP has a do once, is there a way to have the do once for each enemy?
Hey! I haven't tried it yet so I have no idea if it will work but:
Maybe save the last hit character as a variable at the start of the event. Then make a branch of: If the character you hit is not the character you hit the last time, then reset the "Do Once" node.
Again, Don't know if it would work but worth a try.
I will check tomorrow myself if it works, I am intrested.
hey so i want to use the normal motion matched animations when i dont have the sword equipped and only use the sword locomotion when i have it equipped, i thought i could just make a bool and update it when equipped or not and put a branch in animations, can you help in how i can do that
No problem at all. There is a tutorial I made few months ago called Motion Matching Advanced Tutorial. In this video I used Bool nodes in the AnimGraph, which is exacly what you need- check it out!
Just insted the variable we have in that video, use "doesHaveSword" or something and thats it.
@@KartoonDevelopTips i also have this issue where when. jump, the character spams the landing animations right after i jump. i tried to find a solution everywhere i still cannot find it
@@ishark6462 you need an isfalling variable attached to jumping in a way that allows it to know when its not falling
yeh I am having trouble with this as well. The other video the creator quoted doesn't really help with this also, unless you completely scrap the blend per bone node completely.
How do you handle multiple hits during one montage?
Not sure I understood your question, but if I did- Just use a Do Once node. (16:59)
@ for instance, during a montage, three enemies get hit. Does the hit trace capture all three hits?
Can anyone help me? The animations I exported from the game sample project are not Looping in place like running animation, can I make them loop in place so I can use them on a blend space with other animation, if anyone knows how to do please help me
Hey, If you are talking about using them in the Motion Matching Database watch 00:48, I explained why it can't work.
If not, just double click the animation and you can enable loop on the side there
please make tutorial for MM, when person is in combat and if isnt
Hey! If you mean to having a state with a sword and a state without, I have a tutorial about the same thing with a gun- Just switch the gun to a sword
i'm not sure what's wrong here but I casn inflect damage only with the air attack, not by the regular ones, it looks the same setting in all of them, but only air attack lowers the enemyHP
any thoughts anyone?
basically the problem was from the animation montages, in the video all attack montages were already created except the AirAttack, So we needed to create the montage manually and add the animation to it, after creating the montages manually it solved the problem, if someone will encouter similar difiiculty, just create a montage add the animation to it, change the default slot to upperBody and add the notifications, in the CHT_Attack change the montages to the one you manually created and that's it
hope it helps someone
LEDGE CLIMB AND VAULTING NEXT PLS
Going to take some time, but working on it!
Have you obtained permission to use One Piece footage?
you're fun