this is just awsome stuff man!been waiting for someone to start making tuts on this method/approach!looking forward to ur next line up of tus to reach the end goal here :)
Awesome idea and excellent tutorial. I was just wondering how you would tackle the same concept if the foot animation could be going in any direction (ie backward or strafing) so the transition from positive to negative doesn't apply. I'm thinking of something like, if it goes from neg to pos (or reverse) AND the height position is close to 0.
Did you work this out? I think you have to work out from the first frame to the last frame which direction the root motion is going, but I bet turns will be tricky
@@lorryburger8165 I found that using the root motion direction to set the quadrant in which you compare positive and negative work pretty well. But you have to get the root's direction updated every frame by putting the previous frame in a var. This and comparing feet together from current frame and previous frame to determine contact and passing also work pretty damn well.
@@Cintrisax01 I ran into the same issue and realized that I had mistakenly plugged the wrong loop index into the 'Get Bone Pose for Frame' node. Be sure to plug the frame index (i.e. the output of the 'For Each Loop' node), not the bone index (i.e. the output of the 'For Each Loop with Break' node) into the 'Get Bone Pose for Frame' node.
Great Video, I messed up near the end and placed that 'Index == 0' before the Do Once rather then after but once I fixed that it worked flawlessly.
I had just utilized sync markers to smooth out blends, this makes my work flow even easier!
this is just awsome stuff man!been waiting for someone to start making tuts on this method/approach!looking forward to ur next line up of tus to reach the end goal here :)
excellent tutorial, thank you
Great video, thenk you so much
Thanks for the video, its a shame its still an experimental class but I'll save it for watch later in case it gets fully implemented
Awesome idea and excellent tutorial.
I was just wondering how you would tackle the same concept if the foot animation could be going in any direction (ie backward or strafing) so the transition from positive to negative doesn't apply. I'm thinking of something like, if it goes from neg to pos (or reverse) AND the height position is close to 0.
Did you work this out? I think you have to work out from the first frame to the last frame which direction the root motion is going, but I bet turns will be tricky
@@lorryburger8165 I found that using the root motion direction to set the quadrant in which you compare positive and negative work pretty well. But you have to get the root's direction updated every frame by putting the previous frame in a var. This and comparing feet together from current frame and previous frame to determine contact and passing also work pretty damn well.
thank you for the tutorial,
can we use this to sync between RunStart an Run animations ?
hi~master~
how do i solve foot sliding,do you have solution about this in your patreon? thanks~
There's not any specific video on my patreon page.
But you can follow my distance matching videos, hope that will help you out.
Thanks 😊
My sync curve is straight, I ran over the video a few times but cant find my mistake...
Same issue here, did you find a solution?
@@Cintrisax01 I ran into the same issue and realized that I had mistakenly plugged the wrong loop index into the 'Get Bone Pose for Frame' node. Be sure to plug the frame index (i.e. the output of the 'For Each Loop' node), not the bone index (i.e. the output of the 'For Each Loop with Break' node) into the 'Get Bone Pose for Frame' node.