UE5.4 - Motion Matching For ALSv4 | (GASP & IWALSv3.3) First Testing
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- čas přidán 9. 09. 2024
- The project is a combination of the "Game Animation Sample Project" and "Interaction With ALSv4 (Advanced Locomotion System) v3.3". In the basic GASP, Motion Matching only includes two Gait states. In my example, we have three states (Walk, Jog, Run). Additionally, MM reacts poorly to the environment, such as walls, which I am also working on to achieve better animation matching. Currently, everything presented here is in the development phase, and many elements may still change. The animation database is also not finished. These are currently just prototype animations and require adjustments (mainly in the positions of the hands and fingers).
I will also be working on trying to introduce Motion Matching into systems such as: Covering, Swimming or Climbing Ledge
Ooooo exciting!
LONGMIRE whens alsv5
Thanks a lot. This probably wouldn't have happened if it weren't for your work
@@jakubw6404 y'all are both some maestros here, the dream team
wow, Longmire itself here, a legend in UE community
I've known your work since 2018, I've always found it surprising, your mixing idea in als v4 was sensational, although I think v3 was the before and after of everything. I hope one day you and Jakub W will work together, I think the best things would come out of it. My best wishes to both of you.
I was waiting for this :) Looking forward to explore what you did with the new system :)
OH YEAH!!! This is looking great!!
Looks amazing even for a first test. Excited to see what it looks like when you're finished.
This is legit nuts. I can't get over how fluid it flows! Y'all are wild and sick but I love it!
This looks much better than the old ALS motion. (So tired of the same old ALS everyone else has.) Now, you should put the motion matching on C++ to make it thread safe for better performance.
Thanks. I decided to define the variables in C++ at the beginning, which will allow me to easily convert the Blueprin code to C++ in the future.
Lol, I'm honestly tired of it too. I hoped that more people would've replaced the animations, I said they were "example animations" :D
@@LongmireLocomotionIt's the legend himself!
@@LongmireLocomotion how do you have so much time to comment on every video.
Been patiently waiting for someone to do this! Unfortunately I don't have the skill to do this my self, but I'm excited to know that it is at least possible! Awesome work!
Really exciting progress!
THANK YOU VERY MUCH! I've been thinking about how to do this for 2 days
I have thinking about this for 2 months)))
Awesome job! Looking forward to play with it!!! 🎉🎉🎉
looks awesome!!
this is incredibly exciting :D
Its so impressive!
Super! Maybe even walking up the steps?
gawd I love motion matching lol. Lookin awesome man
Nice! Always wanted to improve the als with motion matching, do you think that this would solve the legs crossing and clipping when spinning? and does this replace those transitions when changing directions that you did?
Everything depends on creating a good database. This means considering as many possible cases of capsule movement as possible. Of course, this comes at the cost of optimization, so a compromise is needed. I try to fill the database with only the necessary animations, but I will probably not be able to account for all possible movements a player can make. Therefore, in some extreme cases, there may be foot sliding or leg crossing.
Great work 😊
its gonna be perfect if u add the parkour of the sample with the climbing 👍
damn nice!!
Looks gorgeous 🖤
gorgeous. almost AAA quality production.
Godlike again
Does it have dynamic foot transition between states like als v4? Like Idle to Aiming
really nice work man , will this be available for public on patreon too?
I guess so. I plan to share the first results of my work at the beginning of next month
cool
AFTER SPAWNING THE ENEMY LOOKS FOR THE PLAYER BUT DOESN'T RECOGNIZE HIM, IN THE UNREAL ENGINE
When do you intend to release this version on Patrion? Will it have all the functions? enters vehicles for example
This is crazy 💀🫨🫨
Here! Take my money 💸😂
do you have some patreon, github or dsicord with acess tothis example project files my friend?
Hello sir that looks very good but how can i get this?
Like you have patreon if i buy it i get the project and which tier is it?
good job
Amazing!
A couple of questions that would be useful for me to figure some stuff out:
1. Did you use stride warping in combination with motion matching here?
2. Are you using motorica AI for some anmations?
The answer to both questions is yes. In the case of Motorica, I created a special algorithm that records the position and rotation of the capsule during gameplay, and then this data can be transferred to Motorica to generate animations with the exact same root motion. This helps avoid the issue of missing data for PoseSearch.
@@jakubw6404i am ambassador for Motorica are you using the External Data Layer Asset in the Motorica plugin? Would be nice if you could elaborate on that 🙌🏾🙌🏾 although astonishing job as usual Jakub
@@jakubw6404 awesome, result is quite amazing. I did the same thing with motorica, just copied the movement model into a widget tool.
I was in doubt about going forward with this approach mostly because my games requires different movement speeds and I didn't know how good stride warping was going to work and you dropped this vid which prompted me to move forward. Thank you!
@@phantasywavestudiosThanks. I probably haven't used it. Currently, I don't know anything about it. In general, the operation of my algorithm is not complicated and involves recording the position and rotation data of the capsule during gameplay as a Curve Vector Asset (data is recorded at 30 frames per second and divided into 10-second segments). With this data, keyframes can be placed in the Motorica Plugin. This ensures that the animation contains exactly the same acceleration and speed values as the original movement of the player's capsule. Screenshots: snipboard.io/9TDmaA.jpg snipboard.io/nQrq10.jpg
While it looks good, in the readme of the animation sample they mention quite a few missing features (missing transitions, pivots, facing, turns, crouch, etc...) which will be added in 5.5. It could be a good idea to wait for those to be added before doing a full integration with IWALS?
It's hard for me to say at the moment. Currently, the crouch animations are already in the project, so adding crouching is possible. I also know that sprinting is planned to be added, but in my case, it is probably unnecessary. Currently, the project does not have an animation database for creating jog movement, which requires me to create such a database. If an update for GASP is released, then I will be able to analyze what I can improve in my version.
Cool
Will there be a download later on for this?
Great job, now u can do something more similiar and professional like the last of us
hi where can I buy it?
Jakub has a great patreon which he updates regularly. Keep an eye on www.patreon.com/JakubW/posts
😮😮😮😮
jakub i follow you job and , see so many small projects that people create and , looks like copy and paste , yu job its amazing , but , this initial weapons and the chord acopled in the left side , its better be optional , for take in the scene , please man , put this things optional . how i say , many project looks like copy paste because this initial equipment . thanks
So disgusting! 😂 🙈 That's a compliment! 😘
Hey dude, love your videos i see a loot of cool and new stuff and how you handle them.. please come work with me.. im a solo dev on the biggest romanian project.. i already have a tik tok account with 400k+ views.. but it's a loooot of work you know it.. i need you.. im willing to give you 50% from my earnings if you can help me with the locomotion and interaction. I have a loot of paid assets for level design but gasp is over my power for the moment. I need someone like you.