Thanks for the great tutorial, in case anyone has problems with the run animation of the mesh. In the AnimGraph from retargeting, just connect your UpperBody to the output pose.
this tutorial was a bit confusing as it included the tail anim part that threw me off and the copy and paste thing from another tutorial wasn't the best way to keep this a contained tutorial. However, I did really appreciate your other tutorial on Crouching sprinting, that one was easy to follow and worked for me. Please make more that are self contained like those! Thank you!!!!
Thank you for your feedback! The tail animation part was added because it was requested by someone in my previous tutorial and it was linked with the animation part. I understand it might have been confusing. I included the copy and paste part to show how to add attack animations to characters using motion matching, where animation layers and slots are essential for combining the upper body and lower body. I'm glad you found the crouching and sprinting tutorial easy to follow. I'll make sure to create more self-contained tutorials like those. Thanks for your support!
Thank you so much for the kind words! 😊 I'm really glad the videos have been helpful to you. I'll keep doing my best to provide more content. Your support means a lot to me!
I'm trying to add upper body anima to my shooter, but I'm having trouble sussing out the parts that will be relevant to my project. Sadly, this is pretty much the only tutorial I can find for this in GASP right now. Do you have a more basic, general tutorial for this? If not, perhaps some timestamps with just the basics for us noobs?
Soooo....the Paragon Character Fey flys! How about converting her into the GASP project and adding her flying anims as layered motion matching. This would help me a lot as I am still learning all there is to UE5. I mean she does not Fly, fly, but the animations make it look like she is flying. It did not look like she had up and down flying animations, but the basics are all there. I would greatly appreciate your effort on this if you have time to do it. I will be making my attempt in the mean time. Thanks.
Surely I'll consider working on it! In my recent video, I worked on the basic flying mechanics of Nimbus Cloud of Wukong, so this could be an exciting next step. Thanks for the suggestion!
Really great 💪 I’d like to say that if you could make the process very linear and clear it would help with faster understanding and grasping the process steps. The problem with most tutorials is winging it through the process, instead of making it the “best” workflow and then just continue repeating over and over to accomplish the desired specifics. For instance, adding a dive or something simple. The point is to add functionality so it’s literally fun to work inside the editor and hit the play button while creating and seeing the results.
Thank you for the feedback! 🙌 I completely understand what you mean about keeping the process more streamlined. I’ll definitely work on making the steps clearer and more linear in future tutorials, especially when it comes to adding simple yet functional elements. It’s all about making the process enjoyable and efficient while seeing the results come to life in the editor. Appreciate the suggestion, and I’ll incorporate this into my upcoming content! 😊
So...why would we not duplicate the actual animation BP class? IE,. duplicate ABP_SandboxCharacter and rename to the CBP_Character that will use it. This seems a bit off to me, but I am still learning this stuff.
did u still figure out a way to make the lower body to do animation too because of motion matching all animations looks weird as u mentioed in 32:01 were basically only upper body does the animation and lower body doesnt move at all for that animation due to motion matching and if u did please let us know thank u sm
Yes, I'm aware of that issue and I'm currently working on finding a solution. I understand how important it is to have the lower body animations look natural alongside the upper body. I'll come up with a better solution soon and will update you all. Thank you for your patience and support!
Thank you so much for these detailed suggestions! 🙌 I really appreciate the time you took to outline what the community is looking for. These are excellent ideas, especially the one about integrating more animations into the MM Character and the combo attack movement. I'll definitely consider these for upcoming videos. Stay tuned for more content, and thanks again for your continued support!
I'm currently working on creating a template for this project. I'll be sure to share the download link in the tutorial as soon as it's ready. Stay tuned!
Hi, yes. Please reach out to me at [theepicsinghYT@gmail.com] with more details about the support you need, and we can discuss how I can help. Looking forward to assisting you!
How is that possible? I mean I opened the anim blueprint it is only unknown nodes and concept linked by multicolored wires. It is like opening a rocket engine to add modifications.
This tutorial is geared more towards advanced users. I understand it can be overwhelming, but once the basics are covered, there's no rocket science. I'll be creating a series on starting with Unreal Engine for beginners soon, so stay tuned for that!
@@TheEpicSingh I'm not beginner at all, I use Unreal for almost10 years. But I compare with the ALS system which is very complex but I can understand it and add animations. In this one I couldn't even figure where are the anims 😅. No node are regular Anim BP nodes
My apologies, Are you talking about the motion matching animations? It's a different system where motion matching and chooser tables replace the state machines. I’ve created a 1-hour guide explaining how motion matching works. You can check it out here: ruclips.net/video/GwHyhPouBb0/видео.html Thanks for the comment!
The demo animations look better than 99% of western games. Jesus guys, try harder.. animations will make or break your game ( along with attractive modles, duh)
I understand it can seem complex, especially for indie developers. My goal is to provide advanced techniques for those who need them, but I appreciate your feedback. This method can also be used for creating prototypes of your game. I'll work on creating more accessible tutorials for indie developers to make these concepts easier to understand and implement. Thanks for your input!
@@TheEpicSingh you're welcome bro. I'm just speaking from personal experience and scope is a huge thing. I really look for big bang for little investment. I went with the paper Mario style of movement and animation. No additive animation or fancy things required.
Thanks for the great tutorial, in case anyone has problems with the run animation of the mesh.
In the AnimGraph from retargeting, just connect your UpperBody to the output pose.
this tutorial was a bit confusing as it included the tail anim part that threw me off and the copy and paste thing from another tutorial wasn't the best way to keep this a contained tutorial. However, I did really appreciate your other tutorial on Crouching sprinting, that one was easy to follow and worked for me. Please make more that are self contained like those! Thank you!!!!
Thank you for your feedback! The tail animation part was added because it was requested by someone in my previous tutorial and it was linked with the animation part. I understand it might have been confusing. I included the copy and paste part to show how to add attack animations to characters using motion matching, where animation layers and slots are essential for combining the upper body and lower body. I'm glad you found the crouching and sprinting tutorial easy to follow. I'll make sure to create more self-contained tutorials like those. Thanks for your support!
@@TheEpicSingh Thank u we appreciate it
These videos are truly amazing. You have helped me so much, and I will continue to watch you! You are a brilliant teacher. Thank you! :)
Thank you so much for the kind words! 😊 I'm really glad the videos have been helpful to you. I'll keep doing my best to provide more content. Your support means a lot to me!
I'm trying to add upper body anima to my shooter, but I'm having trouble sussing out the parts that will be relevant to my project. Sadly, this is pretty much the only tutorial I can find for this in GASP right now. Do you have a more basic, general tutorial for this? If not, perhaps some timestamps with just the basics for us noobs?
Soooo....the Paragon Character Fey flys! How about converting her into the GASP project and adding her flying anims as layered motion matching. This would help me a lot as I am still learning all there is to UE5. I mean she does not Fly, fly, but the animations make it look like she is flying. It did not look like she had up and down flying animations, but the basics are all there. I would greatly appreciate your effort on this if you have time to do it. I will be making my attempt in the mean time. Thanks.
Surely I'll consider working on it! In my recent video, I worked on the basic flying mechanics of Nimbus Cloud of Wukong, so this could be an exciting next step. Thanks for the suggestion!
Can you make a tutorial on how to let a AI move to location? Mine doesn't run like the player does.
Really great 💪 I’d like to say that if you could make the process very linear and clear it would help with faster understanding and grasping the process steps.
The problem with most tutorials is winging it through the process, instead of making it the “best” workflow and then just continue repeating over and over to accomplish the desired specifics. For instance, adding a dive or something simple.
The point is to add functionality so it’s literally fun to work inside the editor and hit the play button while creating and seeing the results.
Thank you for the feedback! 🙌
I completely understand what you mean about keeping the process more streamlined. I’ll definitely work on making the steps clearer and more linear in future tutorials, especially when it comes to adding simple yet functional elements.
It’s all about making the process enjoyable and efficient while seeing the results come to life in the editor.
Appreciate the suggestion, and I’ll incorporate this into my upcoming content! 😊
So...why would we not duplicate the actual animation BP class? IE,. duplicate ABP_SandboxCharacter and rename to the CBP_Character that will use it.
This seems a bit off to me, but I am still learning this stuff.
Keep Creating Tutorial Sir!!! nice tutorial!! thanks
Thank you so much! I'm glad you enjoyed the tutorial. I'll definitely keep creating more. Stay tuned for future videos!
thank you
You're welcome! I'm glad you found it helpful. If you have any other questions or suggestions, feel free to let me know!
can you do a motion matching tutorial - NPC with motion matching please?
@@SuperMontana2008 Sure! Thanks for the idea!
@@TheEpicSingh cool, looking forward to it, can you do a creature by any chance, something different?
did u still figure out a way to make the lower body to do animation too because of motion matching all animations looks weird as u mentioed in 32:01 were basically only upper body does the animation and lower body doesnt move at all for that animation due to motion matching and if u did please let us know thank u sm
Yes, I'm aware of that issue and I'm currently working on finding a solution. I understand how important it is to have the lower body animations look natural alongside the upper body. I'll come up with a better solution soon and will update you all. Thank you for your patience and support!
@@TheEpicSingh Thank u smm
Sure, feel free to leave your list of ideas! I'd love to hear them and consider them for future videos. Thanks for your input and support!
@@TheEpicSingh Np
Thank you so much for these detailed suggestions! 🙌
I really appreciate the time you took to outline what the community is looking for. These are excellent ideas, especially the one about integrating more animations into the MM Character and the combo attack movement. I'll definitely consider these for upcoming videos.
Stay tuned for more content, and thanks again for your continued support!
I do not have the wukong blueprint where do you get that
You can find the Wukong Character from the Epic Marketplace! It's free to use!
@@TheEpicSingh I mean that blueprint that you have copied from wukong for attacking purpose I don't have that
The blueprint will be wukongplayercharacter found in the Paragon character folder
Bro can you share this project?? If yes, just add download link in this tutorial 😅
Thanks
I'm currently working on creating a template for this project. I'll be sure to share the download link in the tutorial as soon as it's ready. Stay tuned!
Hello. What can you say about IK climbing?
Hello! Ground foot IK can definitely be implemented for slopes. I'll make a video on this topic soon.
Do u provide online help support service ?
Hi, yes. Please reach out to me at [theepicsinghYT@gmail.com] with more details about the support you need, and we can discuss how I can help. Looking forward to assisting you!
@@TheEpicSingh do u have insta or can we connect on call ? I already mailed you
How is that possible? I mean I opened the anim blueprint it is only unknown nodes and concept linked by multicolored wires. It is like opening a rocket engine to add modifications.
This tutorial is geared more towards advanced users. I understand it can be overwhelming, but once the basics are covered, there's no rocket science. I'll be creating a series on starting with Unreal Engine for beginners soon, so stay tuned for that!
@@TheEpicSingh I'm not beginner at all, I use Unreal for almost10 years. But I compare with the ALS system which is very complex but I can understand it and add animations. In this one I couldn't even figure where are the anims 😅. No node are regular Anim BP nodes
My apologies, Are you talking about the motion matching animations? It's a different system where motion matching and chooser tables replace the state machines. I’ve created a 1-hour guide explaining how motion matching works. You can check it out here: ruclips.net/video/GwHyhPouBb0/видео.html
Thanks for the comment!
@@TheEpicSingh Exactly ! I will check it out, thank you Sir ;)
The demo animations look better than 99% of western games. Jesus guys, try harder.. animations will make or break your game ( along with attractive modles, duh)
Appreciate the feedback! Animations truly are a game-changer!
all of this is useless for indie developers. too complex
I understand it can seem complex, especially for indie developers. My goal is to provide advanced techniques for those who need them, but I appreciate your feedback. This method can also be used for creating prototypes of your game. I'll work on creating more accessible tutorials for indie developers to make these concepts easier to understand and implement. Thanks for your input!
@@TheEpicSingh you're welcome bro. I'm just speaking from personal experience and scope is a huge thing. I really look for big bang for little investment. I went with the paper Mario style of movement and animation. No additive animation or fancy things required.
I understand, Good luck!
Yep. Better quit and do something else.
@@brentsmith8578 can't quit when I'm so close. That would be retarded