honestly just glad you’re still kicking around like seeing your work kinda hard to find what channels you are active on sometimes but I always know here you’re showing off your unreal filmmaking progress
The animations do look awesome with the MH. This project is gonna be really helpful in stress testing clothes. Now I got an itch in creating more chaos cloth focused clothes
Yeah for sure, a lot of clothing creators were using ALS but now everyone can have access to this project instead. It still lacks a T to A to sit ROM but for action this is for sure the new go to anim setup. I’m sure they will add to this to make it like Lyra with weapons etc.
I used the obstacle blueprints in the level and just switched the static mesh component to a different mesh. There is some spline looking component in them that does the actually vault interaction
This must be a big thing really as quite a few UA-camrs which I follow who weren't not so active in the last time, suddenly decided simultaneously to post a video about the new Motion Matching Project!
It's a pretty big deal to anyone making a UE5 game. Making such a smooth locomotion system was only possible for AAA game studios, but now Epic has given us a really good base to make our own.
@@CinematographyDatabase I have a few metahumans but i can never get the female metahumans to fit the mannequins. I saw you had your own metahuman in there so I hoped you would know how since the new content features an animated female metahuman as well.
@@CinematographyDatabase I'm looking for an answer to this as well. I imported my custom made MetaHuman from the Creator app but can't seem to figure out how to implement it. Would really appreciate the help
@@mihaiioantabacaru7758 you just switch the head mesh on the included MetaHuman Blueprint to the one you imported. Not sure their run time retarget asset is setup for anything other than Male Tall Normal body size
@@CinematographyDatabase thanks for the reply, sadly my metahuman is a child 😅 I'll wait for some other youtube tutorials. Do you plan on making one with different body types by any chance?
@@CinematographyDatabase I've also got to figure out the mocap capture...I've seen the process for walking and running for motion matching but football / soccer capture is unknown... currently 🙃
@@original9vpyeah I feel like that requires an extra programmatic dimension to manage the ball interaction. Well beyond my understanding, that is some 2K/EA level animation system.
honestly just glad you’re still kicking around like seeing your work kinda hard to find what channels you are active on sometimes but I always know here you’re showing off your unreal filmmaking progress
The animations do look awesome with the MH. This project is gonna be really helpful in stress testing clothes. Now I got an itch in creating more chaos cloth focused clothes
Yeah for sure, a lot of clothing creators were using ALS but now everyone can have access to this project instead. It still lacks a T to A to sit ROM but for action this is for sure the new go to anim setup. I’m sure they will add to this to make it like Lyra with weapons etc.
I been playing around with it for a few hours. It feels amazing to use, sort of feels like im pulling puppet strings from my finger for his legs.
Easiest way to find the animations is to just filter the content folder for animation sequences.
I am currently in the process of rewriting their animation blueprint and Locomotion timing, making some improvements to it.
any idea how to make parkor work with any static meshes?
I used the obstacle blueprints in the level and just switched the static mesh component to a different mesh. There is some spline looking component in them that does the actually vault interaction
This must be a big thing really as quite a few UA-camrs which I follow who weren't not so active in the last time, suddenly decided simultaneously to post a video about the new Motion Matching Project!
It's a pretty big deal to anyone making a UE5 game. Making such a smooth locomotion system was only possible for AAA game studios, but now Epic has given us a really good base to make our own.
How did you get your own metahuman as the character? Everytime I tried that it crashed.
I show in the video changing the Pawn in GameMode to the Kellen BP. Did you import another MetaHuman from the creator app?
@@CinematographyDatabase I have a few metahumans but i can never get the female metahumans to fit the mannequins. I saw you had your own metahuman in there so I hoped you would know how since the new content features an animated female metahuman as well.
@@CinematographyDatabase I'm looking for an answer to this as well. I imported my custom made MetaHuman from the Creator app but can't seem to figure out how to implement it. Would really appreciate the help
@@mihaiioantabacaru7758 you just switch the head mesh on the included MetaHuman Blueprint to the one you imported. Not sure their run time retarget asset is setup for anything other than Male Tall Normal body size
@@CinematographyDatabase thanks for the reply, sadly my metahuman is a child 😅 I'll wait for some other youtube tutorials. Do you plan on making one with different body types by any chance?
Nice , I take it that the anims can be used in sequencer for cinematics?
yeah they are short locomotion loops mostly. You can also use Take Recorder to record a run.
hi , isnt supposed to have 500+ animations ? how do i add the rest of it ? is there a guide please ?
Can u use the parkour jump over things animations on irregular objects, like an stone
Technically yes, but you are still basically defining the interaction trigger with splines.
Okey. Thanks for the answer!!!
Hey there, can you replace the metahuman come with this sample to a completely different metahuman with a custom height?
Yes, there is an included IK Retargeter that works with all of the MetaHuman body types.
Can i use it for making movies??
Please, someone out there, show us (me!) how to do this with football player (and ball) animations! 😅🙏
phew, that sounds really spicy to add a football/soccer ball into this equation lol
@@CinematographyDatabase I've also got to figure out the mocap capture...I've seen the process for walking and running for motion matching but football / soccer capture is unknown... currently 🙃
@@original9vpyeah I feel like that requires an extra programmatic dimension to manage the ball interaction. Well beyond my understanding, that is some 2K/EA level animation system.
@@CinematographyDatabase Yup, mine too. But who knows what the future holds and there are always some very smart people's in your feed 🤞
what you would need to use this character on different map
How do I put my metahuman in this project?
You import it from Bridge like normal and switch the head and body mesh with the Retargeted MetaHuman Blueprint.
Nice video
Does anyone know how to stop foot sliding while walking
bla bla bla....no tutorial