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Mike Samsonov
Mike Samsonov
Mike Samsonov
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@piotrek7633
@piotrek7633 3 месяца назад
Is this what AAA are using to make their animation so crisp and fluid?
@halfhuman6807
@halfhuman6807 3 месяца назад
Still waiting for a tutorial. Any updates mate?
@andrinSky
@andrinSky 3 месяца назад
Hello, are you perhaps interested in working together on a joint Indy game?
@zxx-d3w
@zxx-d3w 4 месяца назад
@whitecrow20XX
@whitecrow20XX 5 месяцев назад
I know it's beautiful. But it kinda ruined my gameplay experience sometimes.
@OtavioBrito
@OtavioBrito 6 месяцев назад
Very Good, your work is incredible! Do you have tutorials or files to share knowledge?
@LANGIMATION
@LANGIMATION 6 месяцев назад
I little too much leaning for the speed he's running at
@ZhenzeYahoo
@ZhenzeYahoo 6 месяцев назад
This is the game Changger
@dukeofwelfare
@dukeofwelfare 8 месяцев назад
Love this motion matching technique
@EmkyuNQ
@EmkyuNQ 8 месяцев назад
Where did you get your animations ? Are they available on the marketplace ?
@KrestonMinecraft
@KrestonMinecraft 7 месяцев назад
Movement Animset Pro by Kubold
@brandonsharp1495
@brandonsharp1495 11 месяцев назад
Its okay, bottom half needs more work.
@briceouvaroff5534
@briceouvaroff5534 Год назад
This is impressive :) Can we have some tutorial/insights about how to get starting with this please? I would be amazing!!
@user-vb3cq5jz5l
@user-vb3cq5jz5l Год назад
how to animal's mothion matching? pls
@not_who_you_think
@not_who_you_think Год назад
tutorial?
@mikesamsonov
@mikesamsonov Год назад
it's in progress, I am trying to resolve the issue in the engine, and Unreal Engine 5.1 has a bug
@not_who_you_think
@not_who_you_think Год назад
@@mikesamsonov ty! I'm subbed and will check when it comes out
@user-ct1vb2ko5i
@user-ct1vb2ko5i Год назад
Come out with a tutorial, everyone can't do it with 5.1, there are bugs
@mikesamsonov
@mikesamsonov Год назад
Yes, many of them, but I mostly solved them already, just need to push the last step and record it
@user-ct1vb2ko5i
@user-ct1vb2ko5i Год назад
@@mikesamsonov I found that the PoseSearch module has been updated recently. I downloaded the ue5-main branch on January 29, 2023 and found that the PoseSearchDatabase UI had changed again. There is no before or after setting of the animation sequence.
@user-ct1vb2ko5i
@user-ct1vb2ko5i Год назад
@@mikesamsonov Do you still need a state machine?
@mikesamsonov
@mikesamsonov Год назад
@@user-ct1vb2ko5i Yes, I found a new way to do IN/OUT animations, you can create Animation Composite, and drag and drop multiple animations into it, then you can add it to the database as longer sequence
@BlueprintBro
@BlueprintBro Год назад
Very interesting. Looking forward to more of your content
@HauntedBlox
@HauntedBlox Год назад
nice
@wesleywinchester1890
@wesleywinchester1890 Год назад
what tutorial did you learn this from?
@firzen486
@firzen486 Год назад
I absolutely love when developers put weight on the character movement
@April480p
@April480p Год назад
I personally like 'em snappy. I always test how responsive a character is, by rotating the analog stick a couple of times, or pressing WASD over and over. If they rotate perfectly, then it's a good character, if they get confused sometime after the 270-degree mark, it's acceptable, etc. By far the worst example was Sam from Death Stranding. I absolutely adore this game, but the floatiness and weight of the player character (by design, of course) took some getting used to for me.
@ViceZone
@ViceZone Год назад
@@April480p I can appreciate both styles, realistic and responsive movement. The realism helps with immersion by making you forget for a moment that you're just playing a video game, RDR2 and TLOU being good examples of that.
@comebackguy8892
@comebackguy8892 7 месяцев назад
​@@April480p The future's now, old man.
@zentoa
@zentoa 4 месяца назад
​@@April480psame being able to go where u are pointing is really nice, feels more fun to play, which is my priority
@TheZenytram
@TheZenytram Год назад
that tilt at so low speed really shot me in the uncanny valley.
@mikesamsonov
@mikesamsonov Год назад
Yes, I have tried to fix it but this is animation set feature I used, it's MovementAnimsetPro from the marketplace, otherwise turns look very sharp. I believe with better animations and some tuning it can be fixed.
@YouWillDoAsYouAreTold
@YouWillDoAsYouAreTold Год назад
very nice! did you also manage to get this woring on the official release of 5.1? :)
@mikesamsonov
@mikesamsonov Год назад
I just tried and I see it's heavily broken in official release, even UI is broken. I managed to setup simple thing but I would not recommend to use official version of 5.1, it's better to use GitHub version.
@MaxStudioCG2023
@MaxStudioCG2023 Год назад
@@mikesamsonov hey can we get a tutorial on how to do that locomotion system ? +
@mikesamsonov
@mikesamsonov 11 месяцев назад
@@MaxStudioCG2023 sorry, I think it would be easier to make it for UE5.3 when it's released, right now it's a bit broken
@MaxStudioCG2023
@MaxStudioCG2023 11 месяцев назад
@@mikesamsonov is more than broken ,...i never managed to make it work tryed with more anim packs and every time is broked badly :)))))
@OutcastDevSchool
@OutcastDevSchool Год назад
Awesome work! In the release version of 5.1, I'm having issues getting Motion Matching to work at all. The motion database asset's build index button doesn't seem to be doing anything. Have you run into this issue? Is the process vert different from what worked in 5.0?
@ylly8187
@ylly8187 Год назад
I have same issues on 5.1 and 5.2. I tried different combinations of setups and its doesn't work at all. May be Im missing something
@mikesamsonov
@mikesamsonov Год назад
I just downloaded official version of UE5.1, haven't tried it there yet, but I am planning to check this week
@ylly8187
@ylly8187 Год назад
@@mikesamsonov it will be great!
@YouWillDoAsYouAreTold
@YouWillDoAsYouAreTold Год назад
did you figure this out? im just getting engine crashes every time i try to use the motion matching animation blueprint node. maybe im doing something wrong. do you know if there's a tutorial somewhere on how to set this up correctly? im also having the same problem as you with the index button
@YouWillDoAsYouAreTold
@YouWillDoAsYouAreTold Год назад
@@mikesamsonov man thats awesome :D
@m24.editss
@m24.editss Год назад
Please make for unity
@Mdelacruzmelo
@Mdelacruzmelo Год назад
Nice! Well done man, take my wallet!
@parthchotaliya3468
@parthchotaliya3468 Год назад
Whoa, that's a game changer for game makers & indie film makers!!!
@IndyStry
@IndyStry Год назад
Hey! I see you have Nanite landscape. Are you able to keep the existing layered Landscape material after converting the landscape to nanite? I can convert the landscape to nanite but the landscape material disappears after conversion. I can then add a manual simple material (not containing any landscape layers) and it works fine but I lose the editability of landscape painting. Did you get the layered landscape material to work properly with nanite?
@WhiteNorthStar1
@WhiteNorthStar1 Год назад
on the human, it looks about perfect
@GamingDanDev
@GamingDanDev Год назад
any possibility you could share how you got this setup?
@mikesamsonov
@mikesamsonov Год назад
I am waiting for 5.1 Release, so I can use final implementation, because it changes quickly
@yasaipicles6295
@yasaipicles6295 Год назад
@@mikesamsonov any update?
@mikesamsonov
@mikesamsonov Год назад
@@yasaipicles6295 I am trying to find a time, a bit busy time. I promised and I will share soon
@hope-fr3ko
@hope-fr3ko Год назад
@@mikesamsonov We are waiting for you to do that. Thank you very much
@briceouvaroff5534
@briceouvaroff5534 Год назад
@@mikesamsonov Looking forward to it, thanks for you work :)
@AdamTheChips
@AdamTheChips Год назад
Very cool sir!
@lokergames7058
@lokergames7058 Год назад
new fish XD. JUst kidding x3
@xXSlaiXx
@xXSlaiXx 2 года назад
Bäume in Nanite, wie geht das? Oo
@s0up_dev
@s0up_dev 2 года назад
Do you know if they plan smthn to do with displacement for landscapes\static meshes with nanite? Or they assume that we'll just kitbash the whole ground for detailed environments? That's not clear for me tbh
@mikesamsonov
@mikesamsonov 2 года назад
Good question! There is Virtual HeightMap already in UE4/UE5, you can displace a landscape with radial geometry (with LODs depend on distance from the camera). But there is also Nanite DisplacedMesh component, that made for normal StaticMeshes, but the concept is compatible with landspace actors, and maybe that NaniteDisplacedMesh will work with those actors on Landscape. In general with many details Nanite landscape can be huge in term of memory and filesize, so that obviously required some dynamic displacement solution. Maybe it will be interesting to use DeformGraph (a new type of blueprints for compute shaders).
@s0up_dev
@s0up_dev 2 года назад
@@mikesamsonov I know Virtual HeightMap, but it's not Nanite is it? And it seems like it's a pain in the ass to set it up, as someone even made a plugin to simplify this. I see, I haven't heard of Nanite Displaced Mesh and DeformGraph, so they do have some plans on displacement, that's good, though I don't know how will it work yet
@KeepItSimplePC
@KeepItSimplePC 2 года назад
how are you getting the nanite to work on transparent mesh? and stopping the nanite from grey scaling the foliage?
@mikesamsonov
@mikesamsonov 2 года назад
This is next version of Unreal Engine, that currently in the development, you can access it via GitHub of EpicGames
@KeepItSimplePC
@KeepItSimplePC 2 года назад
@@mikesamsonov ty so much i was confused as hell lmao nice work
@corvus3052
@corvus3052 2 года назад
Hello, it's better to completely switch to nanite trees? Or is there still some benefits to using traditional lods?
@mikesamsonov
@mikesamsonov 2 года назад
Great question, I think using Nanite benefits the performance, even though it's not that faster than usual non-nanite meshes. But other things like Virtual Shadow map and Lumen work better with nanite. And recent Lumen change (2 days ago) that brings stable lighting to the foliage and trees would be very attractive. Unless you have completely custom LODs with custom lighting then probably no nanite. Btw, VR will support Nanite eventually.
@corvus3052
@corvus3052 2 года назад
Hm yeah I've been trying to optimize the trees I have by reducing polycount and making octahedral lods for the last few weeks. Guess that's not necessary anymore.
@mikesamsonov
@mikesamsonov 2 года назад
@@corvus3052 Trees still need manual LODs/impostors, because from the distance Nanite dissolves triangles and trees become naked.
@corvus3052
@corvus3052 2 года назад
@@mikesamsonov But nanite doesn't support impostors right?
@mikesamsonov
@mikesamsonov 2 года назад
@@corvus3052 I think so, but I also think that Nanite impostors does not need a material, it just rasterize material id, to the g-buffer and then material pass with fill it up.
@unrealdevop
@unrealdevop 2 года назад
Have you noticed any breakdown of the leaves on the trees over distance? That's the issue I've been seeing with Tree leaves that don't use Translucency in 5.0.2
@mikesamsonov
@mikesamsonov 2 года назад
I haven't tried trees without masked materials, I assume that means all leaves use real triangles. In that case they will degrade and disappear from distance due to the fact that it's separate clusters in the nanite. I guess all leaves should have connected via degraded triangles to form a continuous mesh. I think it's a bit of waste of triangles. For UE5.0 is better to use either impostors (like octahedral impostors) for all trees or manual LODs that keep leaves.
@unrealdevop
@unrealdevop 2 года назад
@@mikesamsonov I see, so Nanite trees use one cluster for the leaves to prevent degrading over distance, but they are too performance heavy? I was afraid this might be the case.
@shinnasukah
@shinnasukah 2 года назад
How do you World Position Offset the nanite without material turning black?
@mikesamsonov
@mikesamsonov 2 года назад
I am using ue5-main branch, it's different from UE5 Release, more newer
@loteamentos3d
@loteamentos3d 2 года назад
is It UE 5.1?
@mikesamsonov
@mikesamsonov 2 года назад
It's ue5-main branch on GitHub
@kaizendigital_id
@kaizendigital_id 2 года назад
how many fps did you got?
@mikesamsonov
@mikesamsonov 2 года назад
Last time I check it was 53fps, but the map is huge
@unrealdevop
@unrealdevop 2 года назад
@@mikesamsonov Is that on Cinematic or High?
@mikesamsonov
@mikesamsonov 2 года назад
@@unrealdevop It's in between, Epic settings
@andregomessoares
@andregomessoares 2 года назад
Ue5 branch?
@mikesamsonov
@mikesamsonov 2 года назад
ue5-main