Please keep these tutorials coming 🙏 For GASP especially. Youre the only youtuber whos tutorials arent stretched to like 30min long minimum for stuff like this and yours actually work without any issues. Tearing my hair out with some of these 2hr long vids that are difficult to hear what theyre saying and just poorly put together😭
Please keep doing more on motion matching! I think this system is a great basis for indie games to jump off of, and I'm having fun exploring it along with your videos
This is a useful tutorial that functionally does what it claims to... but it seems like it accomplished the attack by working around the motion matching system and then blending the result? Is that really how we're meant to use the motion matching feature to drive animation? I would have imagined a proper solution would involve at least two attack animations so that motion matching can select the one which is closest to the current pose, performing the animation, and then blending back into locomotion afterwards. Also, unrelated to motion matching, I'm curious why you chose to manually set a delay for the collision check instead of using an event in the animation itself?
Gorka if I have some humanoid characters that aren’t regular human and way shorter and wider and stuff should I use this or is this only for regular characters
Can you tell me please. When we have downloaded the base project from: Game Animation Sample Pack. And are making any change to the animation. What will happen to ones project when the 5.5 version comes out, and we are updating from 5.4 to 5.5.
Followed the tutorial and this works great until you try to apply it to a metahuman who is slightly larger than the UEFN Mannequin. The weapon is attached fine within the confines of the hand while idle, but during a more complex animation due to the size difference of the skeleton vs the mesh (I'm guessing) the weapon seems to fly slightly off the confines of the hand that is supposed to be holding it. Did anyone else face this problem and if yes how did you resolve it? @GorkaGames could you extend this tutorial using a custom metahuman holding and attacking with a weapon? We would greatly appreciate it.
how would you do the thing where everytime you pass the door you land in the same level but something changes likke doors are opend new animations triggers etc?
Hey @GorkaGames. is there a way to combine this Motion Matching with CombatFury. using this as base for locomotion while CombatFury takes care of the action stuffs
Please do pouncing system like for example lion pouncing on a zebra or any animal just show us how to add the pouncing system to our game please i am a subscriber
Please keep these tutorials coming 🙏 For GASP especially. Youre the only youtuber whos tutorials arent stretched to like 30min long minimum for stuff like this and yours actually work without any issues. Tearing my hair out with some of these 2hr long vids that are difficult to hear what theyre saying and just poorly put together😭
Please keep doing more on motion matching! I think this system is a great basis for indie games to jump off of, and I'm having fun exploring it along with your videos
I am first video view bro like me🎉 from India and I am your subscribers your videos is useful for game develop❤
thank you so much man!!
@@GorkaGames I love you bro
Thank you for the great tutorials, my UpperBody slot is not visible in the SlotName of the node, what am I doing wrong?
This is a useful tutorial that functionally does what it claims to... but it seems like it accomplished the attack by working around the motion matching system and then blending the result? Is that really how we're meant to use the motion matching feature to drive animation? I would have imagined a proper solution would involve at least two attack animations so that motion matching can select the one which is closest to the current pose, performing the animation, and then blending back into locomotion afterwards.
Also, unrelated to motion matching, I'm curious why you chose to manually set a delay for the collision check instead of using an event in the animation itself?
Awesome!! This is amazing!
thank you so much man!!
I see a new video -> I go and like it, just so that you continue to make videos on animation
Thank you so much man!!
thank you! please never stop
good videos for this motion matching not much info around nice one appreciated
my pleasure!!
Gorka if I have some humanoid characters that aren’t regular human and way shorter and wider and stuff should I use this or is this only for regular characters
Nice tutorial.. But how did you get the animation of mixamo in this?
so helpful bro!
my pleasure man!!!
wow nice. Can you make Motion matching sample + Horse Riding tutorials?
Any plans to do a updated swimming tutorial using gasp ?
Any chance there will ever be a video on how to replicate this for multiplayer or is that too big too ask?
hey man can you make a full movement system tutorial using this as you made in the rpg game series with the old method
Can you tell me please. When we have downloaded the base project from: Game Animation Sample Pack. And are making any change to the animation. What will happen to ones project when the 5.5 version comes out, and we are updating from 5.4 to 5.5.
Is there any talk about replication for this brand new way of animation?
I dont think so yet
Followed the tutorial and this works great until you try to apply it to a metahuman who is slightly larger than the UEFN Mannequin. The weapon is attached fine within the confines of the hand while idle, but during a more complex animation due to the size difference of the skeleton vs the mesh (I'm guessing) the weapon seems to fly slightly off the confines of the hand that is supposed to be holding it. Did anyone else face this problem and if yes how did you resolve it? @GorkaGames could you extend this tutorial using a custom metahuman holding and attacking with a weapon? We would greatly appreciate it.
How can I change a character asset in this project
Thx ❤
my pleasure!!
Please show us how to drive the city sample cars with game animation blueprint , the enter exit anim montages and system.
Thank you
Thank you❤
my pleasure!!
hey can u release avideo explaining vaulting with motion matching, it would be a huge help
how would you do the thing where everytime you pass the door you land in the same level but something changes likke doors are opend new animations triggers etc?
bro how can we use multiple combos by single click ,double click ,etc;
my animation doesn't even play for me. what could be wrong? the animation montage or something else?
Hey @GorkaGames. is there a way to combine this Motion Matching with CombatFury. using this as base for locomotion while CombatFury takes care of the action stuffs
my animations look extremely different to the ones on mixamo when i add them to UE5. WHY? helpppppp. My feet are moving around when they shouldnt be
book link is broken
Gorka can You make main menue with difficulity setting that effect all enemies ai in one blueprint add like health and speed to there orginal
i want full shooting system with game animation sample"
Heads up - when I try getting the eBook, it says "something went wrong - try again" over and over
oh really? Could you send me a screenshot through Discord? Thanks man
Health and damages next tutorial?
Hello. Make new IK climbing like in Zelda
Make puzzles for unreal engine
Please do pouncing system like for example lion pouncing on a zebra or any animal just show us how to add the pouncing system to our game please i am a subscriber
Next video how to climb using motion matching
“Easy vil to follow”😅