Game Animation Sample Project | Motion Matching | Unreal Engine
HTML-код
- Опубликовано: 4 окт 2024
- Check out this video for a taste of what’s in the new Unreal Engine Game Animation Sample Project.
Interested in creating high-quality character locomotion and other gameplay animation systems? Look no further-you can now download the Game Animation Sample Project for free!
Supercharge your development with this animation database of over 500 AAA-quality animations, complete with a fully functional character and animation Blueprint.
Featuring everything you need to get up and running with Motion Matching, the Game Animation Sample Project showcases dynamic, fully functional animation systems that are commonly needed in games. Built using best practices, it can be used for learning or to help you kickstart your own creations.
Download the project here: www.unrealengi...
#MotionMatching, #Animation, #CharacterLocomotion, #UnrealEngine, #SampleProject
Sorry for the wait everyone ;)
You are a legend that's for this and alsv4
No worries! This was worth the wait! Thank you!!!
Thanks fella
Hopefully it was worth the wait 🙏🏻
awesome man
We finally have it!! 💪💪🔥
@GorkaGames can you please make a video on how to make complete locomotion please?
Please make an advanced locomotion tutorial for the GTA series!!!!
Probably he come here to flex his RTX 4090 ( ͡° ͜ʖ ͡°)
bro please make us a tutorial explaining how to use all this. U would save me.
@@jeretas7200 You must be 6 years old, epic just make full working demo lmao
Very excited to dig in to this! Mr Longmire strikes again with another banger.
When you don't have a large sample base motion matching gets a bit helerious. Maybe another game even maybe. lol
It's just unquestionable at this point, Unreal Engine is the way to go
john unreal is a genious
Unless you have a beast pc and a project that needs very heavy and high fidelity render fearures and ready to use assets, systems and animations that you don't have the skills to modify to your needs, well no, unreal is probably not the way to go
@@stonbax no brother, it is the way to go, because you can also program your own moules for it. Fair, it is not fully open source, but it is not true that you need a beast PC because Unreal demands it, it is the scope of your project what will demand a beast. You can stick to low poly and simplified materials/shaders and you're golden. The way Unreal handles the flux of information is very streamlined, there's nothing that absolutely requires beastly PCs to be run on, only the best of the best graphics, but that will be true with absolutely every game engine
Huh? Unreal is open source.
Huh? Unreal is open source.
IT'S HAPPENING!!! Epic is a literal beacon in this crumbling gaming world. Empowering indie devs seems like the only way we're going to get some games that prioritize fun over micro transactions. Thank you so much for this insane resource (and everything else Epic provides for a free or fair value)!
The fact that it’s all free blows my mind, thank you so much
Unreal is the best thing ever happened to us
God bless you EPIC!
I love the amount of work and dedication Epic is putting into (not promising) *actually making* Unreal Engine the absolute apex of engines it is
This Is Epic Thanks A lot will save Tons of time for locomotion development.🥰🥰❤❤
It's so awesome! Those animations will be handy for all indie devs who want realistic animations in their games but can't afford the high cost. Not only game devs but folks in films, Archviviz, etc. Thank you guys so very much! ;)
The generosity of epic games is unparalleled ❤
God bless you, kittens
I'm glad I switched from unity in 2021, UE has been so good experience so far. There were minor annoyances for sure, but Unity had more
This will be an excellent learning tool! Very excited to try my hand at motion matching
It was one of the coolest things I saw today, that cooled me down physically in this 45 degree summer day here in my country xD
Nice. Thanks Epic.
It's brilliant ! Can't wait to see it up close, thanks for this work !
Thankyou epic! U guys are making a dream come to true for lots of people! Including me!
Thanks Epic❤
Imagine making a parkour game with this new system
FINALLY!
Holy shock! To get this for free is amazing! Thank you!
Yesterday i was like it would be epic if they released the sample tomorrow
lol..
I LOVE YOU EPIC GAMES
Até que em fim essa delicinha saiu ❤
That's why i love Unreal Engine !!!!!
Sweet we get the character blueprint also. Awesome. With the new retageter i should be rolling in minutes then
thank you very much now i can start my game dev journey
let's gooo!
Can you guys start doing bp tutorials please? I want to know how to implement all these animations but not a lot of great sources out there. Thanks for everything!
men these animations look perfect, kids these days are so fucking lucky if l had this 25 years ago l would have went insane
Hell yeah been waiting for this to drop.
I want to know what kind of deal with the devil Epic folk made... This engine looks more like witchcraft than technology... Amazing work 😮
this is why you are the GOAT
I'm so happy about this but i don't know how to express it, thank you!
@LongmireLocomotion
Hey, So this is really cool! I watched the long video where the team discussed all the features and showcased this in depth, and it was very cool. As we all found out, its reasonably complicated, so what would you say to making a video that showcases more specifically how to modify this system to fit a variety of needs?
Specific examples might include,
- Provide a flowchart of how each of the blueprints/functions are connected
- Add on a double jump (with say a single motion)
- Switch out the character to a custom character, (the various ways)
- Connecting this to an AI controlled character
- Adjusting to add a shimmy motion set instead of automatically climbing up.
- Add a new state, based upon user input, maybe a roll dodge or something?
- Change the current states, so this could be adapted for say, combat, or a differently driven group of animation sets.
- Show how it looks with many less motions and exchanging the animation data for a different set.
I'm pretty new to the engine so I'm sure some of the above can be done with a bit more basic knowledge, but I bet a lot of people would like to figure this stuff out, especially the more complex stuff!
I will definitely be checking it out later!
This is great thank you epic
Super excited to play with these!
Finally, what an Epic gift
First of all, thank you very much.
Just a petition... I wish you did something similar for animals, that would be neat
You guys rock! Amazing content! Let's jump into it,
just commenting to be part of history
I been waiting on this all year
I needed this for... reasons
Finally! 🔥🔥🔥🔥
Love how there are people uploading these animations over at facebook acting as if they work hard on an upcoming game.
Oh finally 🎉 is it gonna be implemented in the finals ?
Soo hypped thank you!
Minha nossa, EPIC GAMES! MINHA NOSSA. QUE DELÍCIA 👏🏼👏🏼👏🏼
THANK YOU! Now to have some fun!
Good. I hope soon there will be a release of another level from the demo "talisman".
the moment has arrived :O ♥ ♥
It's so cool. I'm a beginner, so is this project will have cpp version? Or using blueprints is more appropriate than c++ for character animation?
Been waiting for this!!!!
Yes yes yes yes
this is insane!! thank you so much 💗💗
Thanks a lot for this, Epic! This is...epic.
Thanks guys amazing work
Woah! Thank you!
Good morning. Hope someone is still monitoring these posts, LOL! I love this project. I have seen various tutorials on how to add combat based animations to the project as well and so far, have seen some success. What I did not expect was to have issues with socket placements. For example, if I wanted to place a sword in the hand of let's say, twinblast, who is part of the GSP project, the sword is grossly out of place when you are using twinblast vs. let's say Echo. The socketing is managed off of the default mesh inside UEFN Manny, so when you are running another character such as Twinblast or Echo, these BP's run off of an attached skeleton mesh to the main character mesh.... So how do we handle this ?
Nice... Thanks 👍
nice job well done ♥
Thank you
Yayyy finally🎉❤
AWSOME!!!!!!!
los amo con mi corazon de pollo 😝
No way let's GO!
OH YEAH!!! FINALLY
Thanks!
Really cool! But i wannna know how i can put this into my own game?
you guys made me obsolete, hahahahah
THANK YOU HONEYY❤❤❤
T H A N K Y O U ! ! !
Yayyyyyy finally... Thanks Epic
does anyone have a fully in depth tut start to finish on how to animate and use this program
D: I'm in love
Cool!
HOLY MOLY
Good
insaneeeeeeeeeeeeeeeeeeeeeeeeeeeeeee
Thats crazy, is it possible only with UE Skeleton 5? Is it some way to retarget on 4th Skeleton?
nice
If I had a robot guy thing and he weighed 400lbs in lore. Is there a way to add more weight to the animations? I assume it's the style of the animations.
This is beautiful, unfortunately we will see a rash within a few days of Only Up 30484 clone ಠ_ಠ
yo! now its time to retarget paragon characters
Banger
any idea how to make parkor work with any static meshes?
Awesome !!
¿Hace falta Mixamo para utilizarlas en personajes para videojuegos?
Is there tutorials for using this with detail????
Niceeeee!!!!!!!!!!
no prone animations :(?
Left handed people use the arrow keys as WASD!
I'm curious if if we could use motion matching in sequencer?
I’m having trouble migrating this project to my game project😢
Can i use them in my own game?
Is it only for version 5.4 or could it be used in version 5.3 in some way?
BASED
너무 멋진 무료 샘플 감사합니다!!
사용하다 보니 궁금한게 있는데요 좌 우 180도 턴 할때 제동 속도를 조절 할수 있나요? bp ->character movement ->max acceleration 은 전체 속도를 빠르게 하는 것이기 때문에 제가 원하는 것에 해당되지 않아요
no melee or any weapon animations?
Me, over here wondering when Epic's built-in-ai will simply auto-rig a humanoid character in 1 click and have it give you funny looks.