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Unreal Engine 5.4 - Motion Matching With One Animation (Overview) 

Unreal DevOP
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30 сен 2024

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Комментарии : 12   
@unrealdevop
@unrealdevop 4 месяца назад
You may be able to retarget these with a Trial Version of Character Creator 4 and iClone 8. Let me know if any of you try that and if it lets you or if there are any restrictions on the Trial that prevent it. NOTE: At 15:04 I correct myself but I think I just confused myself. I actually was increasing it, but the way the documentation makes it seem is that if you Decrease it then it favors Continuing, which seems to be the opposite of what I'm seeing which is where the confusion set in. I am actually increasing it from -0.01 to -0.1 which causes him to randomly get stuck in a situation where it's playing the animation normally. Since we are using Root Motion From Everything, this means that the character will actually move with the animation as it's playing.
@naza0777
@naza0777 4 месяца назад
do you think this system will work well with a non humanoide character like a horse or a snacke?
@unrealdevop
@unrealdevop 4 месяца назад
Yeah actually, I've watched a video where they actually did motion capture with a dog and used it for Motion Matching.
@itzDrizzyyyman
@itzDrizzyyyman 4 месяца назад
i did a horse, but i got it from the marketplace, sadly its root is located in the back it still would work but turning would always look unnatural. it was a fun and quick process for a little play around.
@omegablast2002
@omegablast2002 4 месяца назад
i just cant believe how well it does with a single animation...this is wild
@unrealdevop
@unrealdevop 4 месяца назад
Yeah, it's going to have a learning curve without a doubt. It's a totally new approach to animation and it is rather Abstract in nature. Depending on various weights and tracked information.
@itzDrizzyyyman
@itzDrizzyyyman 4 месяца назад
disable reselection is only used for if you have multiple animations, so what it would do is if a pose of this animation sequence is being in use, it tries to find another pose in another sequence to prevent repetition in the overall characters animation
@unrealdevop
@unrealdevop 4 месяца назад
Ah I see, that makes sense.
@smackmet9379
@smackmet9379 3 месяца назад
hey, how are the animations set up for slight turns ? Im currently having issues when I'm turning the camera and the player is supposed to run into that direction. The animations start to jiggle really bad in my case. Do you have any advice ? Blendspaces haven't been really useful
@unrealdevop
@unrealdevop 3 месяца назад
Well when they were doing the overview on the Sample Project he did mention that Blendspaces are supported but still have problems they are trying to work out. For this one specifically everything is almost default. What your seeing there is just the power of Dance Cards. They are unfortunately not something most people have the resources to make though, which is why for the longest Motion Matching was considered to be outside the reach of Indie Studios. The results in the video was mostly a matter of me drag-n-dropping an animation into a database with little changes made to anything else.
@smackmet9379
@smackmet9379 3 месяца назад
@@unrealdevop Thank you for the long explenation, thats cleared up a lot. ^^ Its a shame that we cant use regular bs in the database, since that would make it a smoother with the leans. I guess for now I have to resort to rewriting parts of the engine so that I have access to that part, or I can find a way to get the blendspace. Regular leans and selection is just way too unstable. I wish they would release that sample project xd
@unrealdevop
@unrealdevop 3 месяца назад
@@smackmet9379 Yeah there is going to be a very specific workflow for using Motion Matching with Incomplete Datasets as most people plan to use it. It's a new approach to Motion Matching they are using. I've come close to cracking it but I really need that Sample Project to fully understand the appropriate way to handle some edge cases.
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