Great tutorial. 👌And thanks for shouting out my MoCap Tools plugin at 4:37. I'm glad it helped you! 🙌 I've never used Sequencer to modify animations, so I actually learned quite a bit from the video. Super helpful.
Thanks, the amount of time Mocap tools has saved me can't be overstated! For anyone else that's new to sequencer, I've started a tutorial series on animating in unreal: ua-cam.com/play/PLvdwt1bHyP9ddLmgKMH0_oPXKbkYxeYch.html
If you have the time, I think a low-hanging fruit would be to show how to mirror the current traversal and get it to randomly switch which side does the leg kicks etc. I tried mirror all of mine, but I think due to the left-foot forward default, it never selects the mirror animations. I didn't want to make my character any more extreme, and was also hoping to add more conditions of when it does the two hands forward animation since that's more common and easy for the player.
if you have enough preroll on that run, the left-foot forward shouldn't hurt anything since it'll be more likely to pick that animation when the left foot is forward when you hit the spacebar... mirroring is an interesting one that tatools V3 will make a one-click action... guess I have to get back to work on v3
Hi! This is an amazing tutorial! I was wondering how I would implement this but while only changing the animations for a specific character? I’m working on a project at the moment with two playable characters and I don’t want them to animate the exact same so I’m desperately trying to find a tutorial about swapping out some of these animations such as idle, walk etc- but only for one specific character? (Sorry if this is really rambly ahhh!) thanks again for this amazing tutorial!🫶
motion matching is more involved because there so many animations (dozens each for walking-nosefollow, walking-strafe, idle2walk, walk2idle, etc) so if you change e.g. the walk loop, you also have to change how those other animations transition into and out of it. I'm looking into a way to automate that and will post videos if I'm successful
Hi! I've got a tutorial video coming up where I show how to add root motion to in-place animations (which is a bigger challenge than just correcting root motion, but covers how that would be done as well)... I wouldn't want to build a video that dissuades folks from purchasing MCT though, as it's one of the most useful plugins I've bought, I use it every day.
the equip/unequip in gasp I can do, I'll likely be basing any gun stuff I do on @unrealdevOP 's excellent DAO mods to GASP... have you seen @Clydiie's Combat Fury tutorials? He does weapon equip/holstering in some of them
Hi! Here's the walkthrough video: ua-cam.com/video/UTQyQ3FH9Os/v-deo.html and docs are here: docs.google.com/document/d/1OVx8H7VGQ1_XdaPFxRNlVYDktbdolx7KWTXBbxJLyac/edit#heading=h.g41kwnsnrf0d If you have any specific "how do I do X" type questions, leave them here and I'm happy to answer with a quick tutorial video if I can you can also reach out on Ryan's discord (or leave a comment on his video, but link to his discord is in the description of the MCT video), as he wrote MCT tools and is super responsive to questions and issues
By CC, do you mean Character Creator 4? If so, I've got CC4 and can give that a whirl to see if I can make a tutorial for that step. Seems like it should be doable using the skeletal mesh editing tools in UE5.4, but I'll have to confirm. This way allows you to leverage the live retargeting in the game animation sample, so you can use CC4 characters all you want, but if you're trying to avoid the live retargeting, yeah, you'd either need the attach bone or some other warp target for the front ledge.
@@threepeatgames I just looked it up. It was free for the month some time ago. Called root motion guide. I thought it made the permanently free collection.
Great tutorial. 👌And thanks for shouting out my MoCap Tools plugin at 4:37. I'm glad it helped you! 🙌
I've never used Sequencer to modify animations, so I actually learned quite a bit from the video. Super helpful.
Thanks, the amount of time Mocap tools has saved me can't be overstated! For anyone else that's new to sequencer, I've started a tutorial series on animating in unreal: ua-cam.com/play/PLvdwt1bHyP9ddLmgKMH0_oPXKbkYxeYch.html
Learned a bunch of useful things!
If you have the time, I think a low-hanging fruit would be to show how to mirror the current traversal and get it to randomly switch which side does the leg kicks etc.
I tried mirror all of mine, but I think due to the left-foot forward default, it never selects the mirror animations. I didn't want to make my character any more extreme, and was also hoping to add more conditions of when it does the two hands forward animation since that's more common and easy for the player.
if you have enough preroll on that run, the left-foot forward shouldn't hurt anything since it'll be more likely to pick that animation when the left foot is forward when you hit the spacebar... mirroring is an interesting one that tatools V3 will make a one-click action... guess I have to get back to work on v3
Is there a way to get the player to slide under somthing? Would it need to make a state .machine?
Hi! This is an amazing tutorial! I was wondering how I would implement this but while only changing the animations for a specific character? I’m working on a project at the moment with two playable characters and I don’t want them to animate the exact same so I’m desperately trying to find a tutorial about swapping out some of these animations such as idle, walk etc- but only for one specific character? (Sorry if this is really rambly ahhh!) thanks again for this amazing tutorial!🫶
motion matching is more involved because there so many animations (dozens each for walking-nosefollow, walking-strafe, idle2walk, walk2idle, etc) so if you change e.g. the walk loop, you also have to change how those other animations transition into and out of it. I'm looking into a way to automate that and will post videos if I'm successful
@@threepeatgames You’re such a help, just subscribed, thank you so much! 🫶
Until I can afford the mocap tool I’d really appreciate a vid on how to go about the fix. I like the challenge so extra steps don’t scare me away lol
Hi! I've got a tutorial video coming up where I show how to add root motion to in-place animations (which is a bigger challenge than just correcting root motion, but covers how that would be done as well)... I wouldn't want to build a video that dissuades folks from purchasing MCT though, as it's one of the most useful plugins I've bought, I use it every day.
will you do a tutorial for getting into cars or making holstering weapons into gasp? I'm not suggesting this btw im only asking of course (I subbed)
the equip/unequip in gasp I can do, I'll likely be basing any gun stuff I do on @unrealdevOP 's excellent DAO mods to GASP... have you seen @Clydiie's Combat Fury tutorials? He does weapon equip/holstering in some of them
@ i just saw this i will make sure to look into his channel i’ve been watching him too
Please do the next Part
it’s on the list for sure (the list keeps getting longer though)
is there any tutorial on how to use mocap tools?
Hi! Here's the walkthrough video: ua-cam.com/video/UTQyQ3FH9Os/v-deo.html
and docs are here: docs.google.com/document/d/1OVx8H7VGQ1_XdaPFxRNlVYDktbdolx7KWTXBbxJLyac/edit#heading=h.g41kwnsnrf0d
If you have any specific "how do I do X" type questions, leave them here and I'm happy to answer with a quick tutorial video if I can
you can also reach out on Ryan's discord (or leave a comment on his video, but link to his discord is in the description of the MCT video), as he wrote MCT tools and is super responsive to questions and issues
How to add the attach bone to a CC character and get rid of UEFN mannequin ?
By CC, do you mean Character Creator 4? If so, I've got CC4 and can give that a whirl to see if I can make a tutorial for that step. Seems like it should be doable using the skeletal mesh editing tools in UE5.4, but I'll have to confirm. This way allows you to leverage the live retargeting in the game animation sample, so you can use CC4 characters all you want, but if you're trying to avoid the live retargeting, yeah, you'd either need the attach bone or some other warp target for the front ledge.
There is a free app in unreal to fix root motion
@@Pharoah1224 that’s awesome! what’s it called?
@@threepeatgames I just looked it up. It was free for the month some time ago. Called root motion guide. I thought it made the permanently free collection.