Using Custom Modular Character in Animation Sample Project. Motion Matching Tutorial.

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  • Опубликовано: 19 сен 2024
  • Using Custom Character in Epics Games' Animation Sample Project. Motion Matching Tutorial.
    Modular Meta SWAT Pack: www.unrealengi...
    Other Compatible Modular Characters: www.unrealengi...

Комментарии • 21

  • @Krushila2
    @Krushila2 3 месяца назад +6

    Nice one! 😮

  • @ii-dt6vw
    @ii-dt6vw 3 месяца назад +4

    Great, you helped me a lot, perhaps I will subscribe to your very useful channel!

  • @Artem1kLV
    @Artem1kLV 3 месяца назад +3

    GJ 👌

  • @bause6182
    @bause6182 3 месяца назад +2

    This is very amazing but i hope the ue5 dont have the same repetitive animations

    • @wellweldedgames
      @wellweldedgames  3 месяца назад +1

      Thank you. I have only changed the visual representation, which does not affect the animation. Most likely, I pressed the jump button too late, causing the parkour system to select from a narrower range of animations that trigger only when you are very close to the obstacle.

  • @kicken12
    @kicken12 3 месяца назад +3

    👍

  • @chanithurithmal3717
    @chanithurithmal3717 3 месяца назад +3

    How do I modify the vault animations to just use some (I want to remove the one where the character does a 360).

    • @wellweldedgames
      @wellweldedgames  3 месяца назад

      You should find CHT_TraversalAnims database and edit vaults anims. Just Find 360 anim by its name and replace it with something similar. By the way there is a Hurdle 360 animation also.
      UPD There ARE Hurdle 360 animationS also.

  • @rdotfinanceandnews
    @rdotfinanceandnews 15 дней назад

    In which bond film was you the villan? 😂

  • @AverageDev
    @AverageDev 3 месяца назад +2

    any idea how to make parkor work with any static meshes?

    • @wellweldedgames
      @wellweldedgames  3 месяца назад +1

      This system needs borders of the static mesh be marked with ledges to work. You can make various custom obstacles Blueprints but only if using ledges.

  • @gaigelarock3970
    @gaigelarock3970 2 месяца назад

    I migrated the whole motion matching to my project but I can't get the motion character to be my player start character for some reason

  • @m.k.t7684
    @m.k.t7684 3 месяца назад +1

    Hi, thanks a lot for the video! I've already signed up for you. can you tell me if it's possible to make our character appear initially during the start of the scene?

    • @wellweldedgames
      @wellweldedgames  3 месяца назад

      Hello, thank you for the subscription. It is pretty easy to do. You need to proceed to the /All/Game/Blueprints folder, open the gamemod blueprint GM_Sandbox, and select your character in the dropdown menu "Default Pawn Class" in the "Classes" category.

    • @m.k.t7684
      @m.k.t7684 3 месяца назад

      @@wellweldedgames and what if my character doesn't have enough bones that are in sk_mannequin?

    • @wellweldedgames
      @wellweldedgames  3 месяца назад

      @@m.k.t7684 You need to make its own IK retargeter and Animation Blueprint which will handle it.

  • @TimBorggrenDenmark
    @TimBorggrenDenmark 2 месяца назад

    is the Animation Sample replicated for multiplayer_

  • @DrexPorter
    @DrexPorter 2 месяца назад

    am i able to do this with a metahuman?

    • @wellweldedgames
      @wellweldedgames  2 месяца назад

      Yes, you can.

    • @art0ni641
      @art0ni641 2 месяца назад

      ​@@wellweldedgameswhat about retargrted skeletons like CC4 skeletons

    • @wellweldedgames
      @wellweldedgames  2 месяца назад

      @@art0ni641 I have not tried it, but I am pretty sure it is possible if you make your own IK retargeter.