Unreal Engine JUST made Animation blending TOO EASY
Vložit
- čas přidán 3. 07. 2024
- Unreal engine 5.4 is here and with it comes Motion matching and I can't say anything other than it is the best feature i have seen added in a while, making your whole animation setup just so much easier to go through! let's take a look at how to set it up today!
Mixamo Converter : terribilisstudio.fr/?section=MC
Join the discord for any help you need! : / discord
Join this channel to get access to perks:
/ @thegamedevcave
support the channel and development over on patreon : / thegamingcaves
Get personalized Coaching : www.fiverr.com/s/2P9GaN - Věda a technologie
Thanks. Greetings from Turkey 🎉
Thank you man.
I'm really curious about how this affects input lag and other game feel things. Games for the most part have avoided using root motion animations for general locomotion in the past because it creates an unavoidable disconnect between input and movement. So while it can LOOK really good, it usually doesn't feel great to play.
I'm curious myself. Not bold enough to try, as I'm already far enough in my own project
Dependes on tuning, motion matching is a "reactive" system, it reacts to the movement of the capsule, it can basically be instantaneous (see Fortnite).
To cleat things up, motion matching doesnt use root motion to physically move the character. Your character still moves through its usual means, the root motion is just used as infomation to find the animation thay matches yout cuttent movement best. So the animation utself doesnt move the character
It’s just animation not actual gameplay mechanics
@@ario9907 animation itself can be pretty process heavy - which would cause lag, and some animation can be used to drive gameplay effects which would cause input lag
though as said above, Epic seemed to make it work quite well on Fortnite, so I'm sure this implementation is actually well-optimized
Maybe a stupid question, but does this work with blending bones for Anim Montages (for the upper body, etc.)? Also, are there any differences compared to 'traditional' locomotion?
it just outputs a pose like any other animgrph node so if you want to do anything else to that pose like blend/override/add you can!
@@thegamedevcave This is so good!
Does this also handle start and stop animations? Or just use the looping animations for all directions?
it should also support start stop animations as far as I understand,i think they jsut need to have a small amount of root motion and it should blend between idle->start->walk->run->stop->idle as you move.
thanks for the tutorial I've been waiting for this
a little question though is it possible to use multiple databases such as armed and unarmed animations or climbing and so on?
if so could you please upload a video on how to achieve that? again thank for all the tutorial you're uploading I learned a lot from them
the idea is basically to make a state machine with different data bases, so as you would usually make a walking state and have a blend space for that, and then a crouching state and have a blendspace in there, and a crawling state with it's own blendspace. you simple replace the blend spaces with these databases instead
@@thegamedevcave simple enough thank you
Is it possible to use motion mapping for multiplayer games? I'm having trouble finding any info on this.
Completely possible, there are many current games that use it, two examples would be For Honor from Ubisoft and Fortnite from Epic Games.
11:35 Why is he looks like a weird titan
Unfortunately, I'm having trouble getting this to work with my animations for whatever reason! But even if it was working, I'd still be curious: Do you think this should be favored over blendspaces? Or should blendspaces still be the regular method of locomotion?
i haven't tested it enough to see if there are any major downsides to it but from what i can see, blendspaces will probably become a more obscure niche tool with this motion matching system being a thing now. The most important thing blendspaces are used for tends to be locomotion, and I would argue that this will probably take over for that in most cases.
Of course if you use blend spaces for other things, blending programatically between animations that may be more gameplay related and dont have much to do with movement, this won't replace that, so there's always a use for legacy systems! And i am sure that as more people start to sue this, some bugs will pop up that need ironing out first too still
As for your animations, make sure that you have a dedicated root bone and that it is animated for the root motion (of course with the root motion settings shown in this video then enabled), that should be all there is to it i believe
Nice, that's helpful to hear you say that! In that case, I'll keep tinkering and figure out where I'm going wrong! If this is all the case, then would you consider doing a tutorial on how to implement combat using motion matching?
@@diaryofjane22 i think for combat animations you're probably still best off using animation montages instead This seems like you'd only really put it to use for locomotion animations
Can you use the Lyra animations?
I've seen some people use them so yeah i think so
Mixamo Converter? ;)
darn, i knew i would forget! here you go terribilisstudio.fr/?section=MC
is not working on any animation and if you add more anim don"t help if they are not sequences animations .... the more you add random anim the weird result you get
make sure your animations have root motion and in the settings for each animation make sure root motion and root lock and set to true.
if you're using your own skeletons, make sure they have a proper root bone
Too Easy... factually untrue. lay off the click bait.
of all the clickbait BS on this website to get mad over, i'm not sure i'd focus my efforts into this one tbh. Obviously there is no such thing as something being too easy. This being easy is a good thing..
But if you have been making games for 10 years and you discover this now. ¯\_(ツ)_/¯ kinda different scenario
@@searbhreathach9762 to be fair, unreal just added this a few weeks ago :) I've seen similair systems made in the past as plugins or in other engines though so it's not a whole new concept, but unreal only got it recently and it's awesome :)