I knew it would only be a matter of time before you finally wrapped your head around all the motion matching specs. Thank you bro for learning and coming back to make sure we get it too. Now I gotta get some coffee because this looks like this video is gonna require 100% attention.
@@unrealdevop Your not brushing up... your dissecting :D I'm 3/4 the way in and have to restart this maybe 2 more times so I can actually wrap my head around all this.
Yeah appreciate it. It's a bit long winded but I didn't want to miss anything. I'll fix the problems with those animations today or tomorrow and update the project.
Thank you so much for all your videos man. They are so informative and I love how you actually go in depth about each thing instead of brushing over it as if we should all know already. Super great. Do you have a discord?
Awesome video. Awesome project you've shared. Really logically put together and done so in a way where I feel like I am picking up both how motion matching works and how to do the dynamic blending. Loving trying to get it working in my own project and because of how you've structured everything, debugging what I am missing or have setup incorrectly is actually easy to understand. I feel like I am actually learning how motion matching works and how to adapt it. Thank you so much!
Yeah I'll be diving deeper into motion matching in later videos. I just haven't had much time since I started working on integrating dynamic additive layering into it. I've also started a second job recently too.
@@unrealdevop yeah twiddling the settings in the poses search schema is on the to do list! I’ve got 2 different 2 handed weapons. The AK and an SMG. At the moment the hand placement on the SMG for the left hand is in the place of the AK. Im looking at how to adjust it, take the socket location of the Hand_L_Pos of the SMG and adjust the bones directly. Or have a separate set of poses for a different weapon and add to the list with pistol and rifle. Wouldn’t mind your opinion on which to try first?
@@user-qn4bg2qj4k Your going to have better results with Actual Poses designed for that purpose. Procedural Systems are seriously flawed in many ways, they are both performance heavy and janky. Often times the elbows just look wrong. Not to mention they way over-complicate the process.
I will be doing more videos on Motion Matching soon yes. I may eventually do one from scratch but that part isn't really that difficult. Making sure the animations are done properly is the difficult part. If you don't understand how the animations need to be done then it's not going to do you much good to set one up from scratch.
dude, I adore ur vids, ad up until now they all work wonder. still, gotta ask you, do you think a system like this would work for something similar to an RPG melee combat and magic system? something like, you can choose your weapon, cast magics, switch between characters, things like that. Maybe my question is too broad and noob, but just wanted ur opinion, since it could involve learning everything about how to MOtion system works from scratch, and that could be months of implementation :(
Modifying the Gait is problematic, especially during locomotion. If your moving rather slowly then it may be possible without too many abnormalities but in actuality I feel like it would work out better if you made your Melee Combat Animations based loosely on the Idle Animations.....playing those same animations without foot sliding during locomotion would likely result in foot sliding to some extent and that would simply be unavoidable without including some locomotion and then pose matching against it so that it can choose a part of the animation that it can match the current pose against. I'll eventually do a video regarding stuff like that.
@@unrealdevop oh sorry! i meant, me creating all the animations from scratch. should have prob said that before. I have the animation for the combat, it would be more, if you think implementing them this way would be a good idea
@@Tenchinu Well it depends, I haven't fully experimented with flawlessly forcing animations that are not follow through animations, to be follow through animations. What I mean is that under normal circumstances Animators make Animations with intent, as in they decide before hand what animations they will be played from and that will determine what pose they need to start the character in at the beginning of the animation for optimal blending. This is the exact opposite of what literally everybody thinks. The common approach is that there should be some way to force animations to conform perfectly too each other....but that's simply not true. Animations only perfectly conform to each other when they were designed to perfectly conform to each other. There are no shortcuts to forcing two random animations to flow fluidly together. If I want a character to lunge forward with no foot sliding from a particular pose then at the very least the foot that doesn't leave the ground first should be in the exact same place that the characters foot is currently in....if you can pull that off then you won't even need any fancy logic because when you play the animation it will naturally blend out 100% flawlessly. What your asking me though is not something that I should be writing about in a comment, it's a deep subject which is why you will be hard pressed to find any videos on it. Much less an article attempting to describe it too someone. Which is why I said that I will eventually get around to doing a video on it.
@@Tenchinu As far as Motion Matching, It will work if you do the animations right. I haven't had time to fully dig deep into all the inner workings and basic requirements for the workflow in terms of Animation Authoring. There is without a doubt a particular approach to making them specifically for Systems such as this. It's not going to be as plug and play as people think. It might look Almost good if you happen to land on the right settings but there will be glaringly obvious issues due to the lack of understanding in how the animations were meant to be made in the first place. That is also something I will be doing videos on.
@@unrealdevop thnk u so much for the detailed exploration!! yeah… i always thought that animations should end and start on the same pose and frame in order for them to loop seamlessly, or at least, to always end in the idle pose of that specific action. Im sure learning this while new system is not plug and play, cause ive been trying to dissect it to apply it to my own character BP… and is INSANELY complex, or at least, adobe my smooth brain grade. Thnk u again. Ill try nd keep up and watch ur vid to see if i can learn to blend between stances at least. That could help a lot :)
Thank you for being active and droping video. This is a "must watch" for all unreal developers
Yeah for sure, I'll do more videos on it too. Like the Pose Requirements and stuff like that.
I knew it would only be a matter of time before you finally wrapped your head around all the motion matching specs.
Thank you bro for learning and coming back to make sure we get it too.
Now I gotta get some coffee because this looks like this video is gonna require 100% attention.
Yeah, I'm just brushing the surface still but I'll have more videos.
@@unrealdevop Your not brushing up... your dissecting :D
I'm 3/4 the way in and have to restart this maybe 2 more times so I can actually wrap my head around all this.
@@dothex Lol, I forget sometimes that just because you understand something doesn't mean it's not confusing to others.
I was thinking, "I'm gonna watch a movie," and then you pop up with another tutorial. That's awesome, dude! I wish you tons of success. Thanks again!
Yeah appreciate it. It's a bit long winded but I didn't want to miss anything. I'll fix the problems with those animations today or tomorrow and update the project.
@@unrealdevop No problem at all! The more detailed, the better for studying. It's hard to find someone who explains this topic so well.
@@MarquesInteractive Yeah, I try.
love your work, cant wait for finished product
Thank you so much for all your videos man. They are so informative and I love how you actually go in depth about each thing instead of brushing over it as if we should all know already. Super great. Do you have a discord?
Yeah it's normally in the video description but it's also on my profile.
always Come with some amzing suff i keep watching ur Videos.😍😍😍🥰
Awesome video. Awesome project you've shared. Really logically put together and done so in a way where I feel like I am picking up both how motion matching works and how to do the dynamic blending. Loving trying to get it working in my own project and because of how you've structured everything, debugging what I am missing or have setup incorrectly is actually easy to understand. I feel like I am actually learning how motion matching works and how to adapt it. Thank you so much!
Yeah I'll be diving deeper into motion matching in later videos. I just haven't had much time since I started working on integrating dynamic additive layering into it. I've also started a second job recently too.
@@unrealdevop yeah twiddling the settings in the poses search schema is on the to do list! I’ve got 2 different 2 handed weapons. The AK and an SMG. At the moment the hand placement on the SMG for the left hand is in the place of the AK. Im looking at how to adjust it, take the socket location of the Hand_L_Pos of the SMG and adjust the bones directly. Or have a separate set of poses for a different weapon and add to the list with pistol and rifle. Wouldn’t mind your opinion on which to try first?
@@user-qn4bg2qj4k Your going to have better results with Actual Poses designed for that purpose. Procedural Systems are seriously flawed in many ways, they are both performance heavy and janky. Often times the elbows just look wrong. Not to mention they way over-complicate the process.
Appreciated sir
God Bless You
You just got New Subscriber
man your the best thank you
Yeah, no problem.
thank you !!
Yeah, for sure man!
Thank you Darth Vader, I will try to migrate with just 1 skeleton and try to help the project
Lol haha yeah it does sound like Darth Vader breathing.
Could you make a tutorial on a dynamic additive overlay system for the Lyra locomotion system? that would be very helpful.
Can you do a video to explain eveything on how this new motion matching worls and maybe create from skratch ? It would be amazing
I will be doing more videos on Motion Matching soon yes. I may eventually do one from scratch but that part isn't really that difficult. Making sure the animations are done properly is the difficult part. If you don't understand how the animations need to be done then it's not going to do you much good to set one up from scratch.
dude, I adore ur vids, ad up until now they all work wonder.
still, gotta ask you, do you think a system like this would work for something similar to an RPG melee combat and magic system?
something like, you can choose your weapon, cast magics, switch between characters, things like that. Maybe my question is too broad and noob, but just wanted ur opinion, since it could involve learning everything about how to MOtion system works from scratch, and that could be months of implementation :(
Modifying the Gait is problematic, especially during locomotion. If your moving rather slowly then it may be possible without too many abnormalities but in actuality I feel like it would work out better if you made your Melee Combat Animations based loosely on the Idle Animations.....playing those same animations without foot sliding during locomotion would likely result in foot sliding to some extent and that would simply be unavoidable without including some locomotion and then pose matching against it so that it can choose a part of the animation that it can match the current pose against. I'll eventually do a video regarding stuff like that.
@@unrealdevop oh sorry! i meant, me creating all the animations from scratch. should have prob said that before. I have the animation for the combat, it would be more, if you think implementing them this way would be a good idea
@@Tenchinu Well it depends, I haven't fully experimented with flawlessly forcing animations that are not follow through animations, to be follow through animations.
What I mean is that under normal circumstances Animators make Animations with intent, as in they decide before hand what animations they will be played from and that will determine what pose they need to start the character in at the beginning of the animation for optimal blending. This is the exact opposite of what literally everybody thinks.
The common approach is that there should be some way to force animations to conform perfectly too each other....but that's simply not true. Animations only perfectly conform to each other when they were designed to perfectly conform to each other. There are no shortcuts to forcing two random animations to flow fluidly together.
If I want a character to lunge forward with no foot sliding from a particular pose then at the very least the foot that doesn't leave the ground first should be in the exact same place that the characters foot is currently in....if you can pull that off then you won't even need any fancy logic because when you play the animation it will naturally blend out 100% flawlessly.
What your asking me though is not something that I should be writing about in a comment, it's a deep subject which is why you will be hard pressed to find any videos on it. Much less an article attempting to describe it too someone. Which is why I said that I will eventually get around to doing a video on it.
@@Tenchinu As far as Motion Matching, It will work if you do the animations right. I haven't had time to fully dig deep into all the inner workings and basic requirements for the workflow in terms of Animation Authoring.
There is without a doubt a particular approach to making them specifically for Systems such as this. It's not going to be as plug and play as people think. It might look Almost good if you happen to land on the right settings but there will be glaringly obvious issues due to the lack of understanding in how the animations were meant to be made in the first place. That is also something I will be doing videos on.
@@unrealdevop thnk u so much for the detailed exploration!! yeah… i always thought that animations should end and start on the same pose and frame in order for them to loop seamlessly, or at least, to always end in the idle pose of that specific action.
Im sure learning this while new system is not plug and play, cause ive been trying to dissect it to apply it to my own character BP… and is INSANELY complex, or at least, adobe my smooth brain grade. Thnk u again. Ill try nd keep up and watch ur vid to see if i can learn to blend between stances at least. That could help a lot :)