Parkour Over Custom Meshes |Game Animation Sample Project | Motion Matching

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  • Опубликовано: 12 июн 2024
  • In this video I will show you how to create traversable custom meshes using the blueprints provided in the Game Animation Sample Project from Epic Games. www.unrealengine.com/en-US/bl...
    How to add custom character to Game Animation Sample project
    • Add your custom charac...
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Комментарии • 78

  • @BlackWaterTeam
    @BlackWaterTeam Месяц назад +7

    For a better and dynamic way for custom ledges, create a child blueprint of traversal level block, go change the static mesh and adjust the ledge splines to the climbing point of the mesh. If you want to add more ledges, duplicate one of the ledges and make sure you add them to the array code in the construction script of the original traversal block

    • @beyondcinema
      @beyondcinema  Месяц назад

      amazing! I'll try that! Thank you!

    • @GNUStream
      @GNUStream 26 дней назад

      Hey there. I got one you want to say and I apply this to a small wall from an asset I got from megascan. I added collision to the wall. Did the child blueprint and changed the mesh. But first of all, I can't get the material of the wall on the mesh, it always goes with the grid even if it appears to be the proper mat. Can't get rid of the text (I suppose because it's part of the code somewhere). And it just doesn't work. The guy jumps above but doesn't climb on it. I'm a beginner, but I'm sure you got that.

    • @berenjenafeliz4531
      @berenjenafeliz4531 4 дня назад

      @@GNUStream i have the same problem and im beginer too

  • @baby-sheesh
    @baby-sheesh День назад

    love this, thank you

  • @Binophone363
    @Binophone363 Месяц назад +3

    Great work on the map

  • @creatorediillusioni
    @creatorediillusioni Месяц назад +1

    Very very smart thanks!

  • @_Rodders_
    @_Rodders_ 27 дней назад

    That's pretty clever actually.

  • @TristinOnFoNem
    @TristinOnFoNem Месяц назад

    i love the vids man

  • @zwordz
    @zwordz Месяц назад

    How did you get the footsteps in your custom scene ? Personally I've never added them before in unreal, but I was just wondering what you did migrating from the sample project.

    • @beyondcinema
      @beyondcinema  Месяц назад +3

      Well just to clarify, I migrated my level INTO the sample project. So the only things from level were really just the environment. The footsteps you hear are from the sample pack. The footsteps are anim notifies that are associated with the animation sequence that's being used, so you could just add them there. I need to swap out the sounds though b/c I want that Snow crunching sound.

    • @MarioCola
      @MarioCola Месяц назад

      Sounds are included in the animation sample

  • @Batareika007
    @Batareika007 Месяц назад

    Thanks ! there is a limitation in blueprint, the box need to be minimum of 60cm to jump over, if it less you will not interact whit it ) it's for your question)

    • @beyondcinema
      @beyondcinema  Месяц назад +1

      Thank you for clarifying that!

  • @EmptyVd
    @EmptyVd Месяц назад +1

    I LOVE OYU

    • @EmptyVd
      @EmptyVd Месяц назад +1

      I am Subscribed From Know

    • @beyondcinema
      @beyondcinema  Месяц назад

      @@EmptyVd Thank you for the love my friend!!!

  • @elganzandere
    @elganzandere Месяц назад

    what's necessary for custom Metahuman in this project?
    i've messed around with it & although my hands/head are appropriately retargeted, Metahuman clothing is stuck in T-pose.

    • @beyondcinema
      @beyondcinema  Месяц назад +1

      Are they parented to the Body component inside the BP?

    • @beyondcinema
      @beyondcinema  Месяц назад +1

      hey I just made a video on this, check my channel. Hope it helps explain things.

  • @Lowly_on
    @Lowly_on Месяц назад

    How did you get bounds corners of selection?

  • @supunsamarakoon787
    @supunsamarakoon787 Месяц назад

    Hello bro, Nice tutorial. I have a small question
    I created a level in this sample project and when I press play it goes to FPP view. Do you know how to add the TPP character. I think you have done it in your migrated level to this sample project.

    • @beyondcinema
      @beyondcinema  Месяц назад +1

      hey there, what I did was I duplicated their game mode BP (GM_Sandbox)they provided, then I changed the pawn class to my Character BP. Then in your World Settings tab, make sure to select your new Game Mode in the GameMode Override section.

    • @supunsamarakoon787
      @supunsamarakoon787 Месяц назад

      @@beyondcinema Thank you so much

  • @brolydz5400
    @brolydz5400 28 дней назад

    I also had the idea to do this, but I wondered if there was a way to make the character detect automatically any form of ledges without this level block ? I mean, is a game like assassin's creed also made like this ? In AC we can climb almost everything and maps are super huge so does this mean they made every single climable point one by one like that, or is there another way to make it work ?

    • @beyondcinema
      @beyondcinema  27 дней назад

      So this is a new system that came out with UE5.4, in AC they used a diff way I’m sure. But I’m not a pro developer so I’m not exactly sure how it’s done.

    • @MIGITO
      @MIGITO 19 дней назад

      The als project can detect any geometry, idk how to do it but that might be a good start, probably something procedural

  • @-TheOldRookie
    @-TheOldRookie Месяц назад +1

    Mm, cool animations. Mm-mm parkour. Hmm, how do I substitute my mesh? Oh! The video! Thank you very much!
    Sorry, google translate(c) )))

  • @jensjensen4038
    @jensjensen4038 Месяц назад

    2 questions:
    1) can you not add ledges to the actual tractor mesh?
    2) can you not line trace the objects like usual on mesh traversals?

    • @beyondcinema
      @beyondcinema  Месяц назад +2

      I honestly couldn't figure it out. I asked someone from Epic and they said my way was currently the only method. But if you figure it out please let all of us know!

    • @jensjensen4038
      @jensjensen4038 Месяц назад

      @@beyondcinema okay I will let you know if I find out anything.

  • @southypark101
    @southypark101 Месяц назад

    I figured something out with my little project I've been working on, I used this sample and migrated my content to ue's newest version and I put the traversable block on one side of a custom wall and then scaled the mesh much through to the otherside so instead of putting two cubes for a step to climb over the wall it uses the same block, and I realised that it wouldn't climb for 2 reasons, 1 being that the traversable block must be small enough to climb and 2. It has to be big enough and have enough room for the speed at which you are moving, so I'm assuming if you just find and change the variable for how big of an area is needed for the player to vault or climb or etc onto or over the wall to a lower value so that way you could theoretically make a completely thin wall that works perfectly the same as the traversable block did before it was changed, I will update if this works after I try it and fix anything wrong with it if there is any problems

    • @southypark101
      @southypark101 Месяц назад

      So short answer, I have found no problems with the splines around the edges of the traversable block being inside of another mesh with the other meshes collision enabled, it works everytime, it just needs the space for the character to climb like in real life from what I'm understanding

    • @southypark101
      @southypark101 Месяц назад

      I have also found, for some reason in my project which I kept the sample controller the same, it doesnt depend for me on the traversable blocks collision and rather relies on the players, I created a little wall and put it by the actual mesh wall I have and it works if I make the wall smaller but when it goes up for me to climb through the hole in my actual wall with the custom mesh model, it sees that the player is hitting the wall and seems to not activate the climb because he will hit the wall that and can't go to as far over the block as he needs when climbing

    • @beyondcinema
      @beyondcinema  Месяц назад

      thank you for the insight and testing on this! I'll need to jump back in and mess with it more!

  • @JieDu-yj2vd
    @JieDu-yj2vd Месяц назад

    Why add a box to climb? Can't you directly detect the climbing of objects?

    • @beyondcinema
      @beyondcinema  Месяц назад

      Unfortunately no, I wish it was that easy, but everyone I asked so far says this is the only workflow (for now)

  • @AxelMalmborgValla
    @AxelMalmborgValla Месяц назад

    Im thinking that its a good way to go about doing it. However if you want it for multiple mehses without having to redo all the collision for each one you can probably just do it as a child actor. thats what came up for me atleast :)

    • @beyondcinema
      @beyondcinema  Месяц назад

      Oh yeah I didn’t even think of that! Thank you!

  • @Binophone363
    @Binophone363 Месяц назад

    could you see if you could do this with metahumans since they multiple skeletal meshes

    • @beyondcinema
      @beyondcinema  Месяц назад

      One of the characters from the project is a metahuman. If you want your own metahuman in it just swap it out in that BP.

    • @beyondcinema
      @beyondcinema  Месяц назад

      hey I just uploaded a video on this, if you still need it. :D

  • @redkalupt_hd8231
    @redkalupt_hd8231 Месяц назад

    How can blend the 500 animations to, for example, play the animation with a weapon in the hand?😅

    • @beyondcinema
      @beyondcinema  Месяц назад +1

      Man I wish I knew!

    • @MaxStudioCG2023
      @MaxStudioCG2023 Месяц назад

      you need another database locomotion for rifle (import from lyra all the running with rifle for example) ...then add to the database chosers ....so put the condition when you equip rifle in hand then run that database locomotion you created

    • @redkalupt_hd8231
      @redkalupt_hd8231 Месяц назад +1

      @@MaxStudioCG2023 sorry for asking but could you make a tutorial?😅

    • @MaxStudioCG2023
      @MaxStudioCG2023 Месяц назад

      @@redkalupt_hd8231 sure will do when i find a good rilfe/pistol locomotion packs (free ones if posible haha im testing alot packs ...) most of the packs i have are working but not all directions (like diagonaly 45degrees kinda funny walk) ) ...on lyra have nice anim ssquences rifle run forward/left/right/backward/ and diagonaly a little missed out ... ) ...is just do a new database ,throw the rifle walk anims in ,then add this database to the choser database ...put an enum or bool as condition (when rifle equip) plays this database

  • @JieDu-yj2vd
    @JieDu-yj2vd Месяц назад

    What is this map asset?

    • @beyondcinema
      @beyondcinema  Месяц назад

      it's a sample project from Epic Games. Download from the link in my description.

  • @MaxStudioCG2023
    @MaxStudioCG2023 Месяц назад

    hey man ..just a quick ideea ....why you dont try duplicate that traversable blueprint mesh instead and put inside your mesh (tractor or whatever) and adjust the ledges inside that blueprint you can better adjust them fit them perfectly on that ledgespline

    • @beyondcinema
      @beyondcinema  Месяц назад +1

      I did initially try that but when I moved the splines something got messed up. If you figure it out please let us know!

    • @MaxStudioCG2023
      @MaxStudioCG2023 Месяц назад

      @@beyondcinema for sure i will (i tryed last night but i was lazy and sleepy so i just dragged fast the splines ...and didnt worked but im sure it will work with better adjustments) ....il try again and let you know if i find the solution ::)

    • @puzon9220
      @puzon9220 20 дней назад

      @@MaxStudioCG2023 and how?

  • @D4KiRZ
    @D4KiRZ Месяц назад

    why not make it work dynamically without pasting all the blocks around the map

    • @beyondcinema
      @beyondcinema  Месяц назад

      I couldn't figure it out, lmk if you do!

    • @D4KiRZ
      @D4KiRZ Месяц назад

      @@beyondcinema the project uses predined ledges, you neeed to dynamically get the ledges with line/sphere-traces

  • @itzDrizzyyyman
    @itzDrizzyyyman Месяц назад

    oh no

  • @AverageDev
    @AverageDev Месяц назад

    That's the only way right now

  • @yantingye1677
    @yantingye1677 Месяц назад

    This workload is too heavy. It would be better if there were a model that could automatically recognize the scene

    • @beyondcinema
      @beyondcinema  Месяц назад

      Very true, but this is the current workflow as it’s a new system, I think in the future there will be an easier way.

    • @BattleHVT
      @BattleHVT Месяц назад

      We can disable tick on them Ig

    • @beyondcinema
      @beyondcinema  Месяц назад

      @@BattleHVT please elaborate what do you mean?

    • @BattleHVT
      @BattleHVT Месяц назад

      @@beyondcinema There is an option in class defaults of blueprints when u open the bp-transversal then go to its class defaults and uncheck start with tick enabled or u can do it on the static mesh inside of the bp

    • @beyondcinema
      @beyondcinema  Месяц назад +1

      @@BattleHVT interesting...I'll have to look into this.

  • @starscream2092
    @starscream2092 Месяц назад +1

    Problem with these animations is that they are masculine, so not all of them fit very well for a female character.

    • @fuglong
      @fuglong Месяц назад

      They're pretty gender neutral to me lol, what kinda ladies do you got where you're from?

    • @gridtac2911
      @gridtac2911 Месяц назад +1

      @@fuglong so your women move like men? Ooof big L if you think this is neutral.

    • @fuglong
      @fuglong Месяц назад +1

      @@gridtac2911 I didn't realize a small set of balls offset your balance so much idk

    • @Deebus
      @Deebus 12 дней назад

      @@fuglongthe entirety of the female anatomy is structured differently than male anatomy. The pelvis tilts at a different angle, the femurs are further apart and angle in, the arms sit differently because the rib cage is a slightly different shape and scale. There a a ton of things that change the gate and kinematics of women from men. It’s just basic anatomy but you’re too focused on balls to get that

    • @fuglong
      @fuglong 12 дней назад

      @@Deebus that's the most anti biology, insane shit I've ever heard. Humans share almost all of their anatomy. Very few biological differences aside from the obvious ones. Size and angle is not structure or composition. You claimed that women have almost entirely different anatomical structure, that's insane. All you listed was that sometimes they have slightly smaller angled versions of joints or bones. The structure is the same man... Not to mention all the rest of the organs aside from sex. Hell, males can lactate. If you really want to be blown away look up gene expression and how our DNA behaves based on our hormonal environment