In the game we are working on, I have rarely needed to go outside of Unreal to do anything. It's not something I expected, but it is quite nice to do everything in the engine.
@@MegariskyYT As opposed to a AAA quixel megaflip that they then make 300 artists toil away in the mines to supplement, and lie about their 'innovations' and 'fidelity' (the artists are actively striking and being replaced by a.i, the narrative is arguably brain-dead, the game is multiplayer focused always online, season pass or deluxe version pre-order at €100)
Sooo is it just me, or did the new animation features just kick the door down and strut into the room like they own the place? Mic drop. lol. Remember the days when our jaw-droppingly gorgeous characters moved like they were secretly part of a robotic mime troupe? Straight winter Olympics. Those days are gone, folks. I'm over here practically vibrating with excitement, itching to get my hands on these updates. I mean, throwing a punch or swinging a sword that reacts like it's part of a dance with physics? That's not just an update; that's breathing soul into our creations. Huge shoutout to the Unreal Engine wizards - you've outdone yourselves. I'm sending you all virtual hugs and a mountain of gratitude. My heart (and my characters) are doing backflips of joy!
Its all I ever want to do! It's terrific to have such a powerful and free tool, that you can also be proud of using because it's pretty much the best in its class!
@24:45 you've been able to hot reload animations and anim blueprints while pie is running since 4.24. This isn't just exclusive to this new anim sequence stuff, if you edit an anim, export and hit reimport on an anim sequence while PIE is running, it will fetch the new animation during runtime. It's funny how so much old cool stuff isn't documented and the new UE devs are slowly rediscovering these things
Nah, it will be used less in games, but Maya is still heavely used in the VFX and animation industry. UE is getting good and has amazing new features, but still limited if it comes to big and complex custom rigs of characters or vehicles for the big movies. Maya has much more customization and has tons of really high advanced plugins that UE doesnt have like Ziva vfx. For human like game characters UE is perfect, its easy and fast to set up, been working with it myself. But for bigger and more complex models, Maya is better and more advanced. But it doesnt have the modulaire rigs like UE, and its really expansive .
I can't get one quote out of my head: "just coming off the Collision event on the Fortnite team". Collision was in June of 2022, although the update containing it had been out since mid-May, so that would mean that they only had a year and a half to put this all together. This is just incredible.
Whoa! I was also doing that dynamic additive layering system in my own game. Makes it so you can have a weapon holding pose that's also affected by running animations instead of leaving the upper body stiff. Mine was kinda simple in comparison and just figured out an additive spine pose. As an added bonus, I also had crouching for free since the upper body would lean forward due to the locomotion pose leaning forward. This motion matching tech is insane. I spent years trying to tweak my character's animations and I think this will just finally solve locomotion and make it look super smooth almost for free, and with just about any arbitrary set of animations.
Sometimes, I feel the techknowledge is super fast like this announcement so I am little bit afraid to accept and learn the new features because it takes time to be familiar, even if I have many experiences and skills with other softwehres. However I am excited to be able to handle these fantastic features with my project soon so I am willing to accept it my best
This is really cool! I’d love to learn how to fully rig and animate in Unreal and not need Maya. But man, you can tell these guys are not comfortable talking to people! 😮
With that nanite technology you have clever compression lossy and equivalent arrangement or lossless and approximation. You can also carefully use grain where the ai and the graining are tuned for efficient degraining. If you want to add generated content that can work with grained set to generated mould this can be dynamically tuned more GPU less nPU to less GPU more NPU ect for an object or landscape aspect. An extended nurbs to nanite with ai trained on the nurbs version with the grain ideally positioned for the ai detail upscale reduction system would be good for 5.6
Not buying into that temporary pivot system yet until I use it and it actually works! sidefx introduced something similar in houdini 20 and the current iteration doesn't work like you'd want in terms of rotation around temporary locator pivots being way off! lots of manual work needed in sidefx version, so let's see what unreal actually brings with that.
Does anyone by any chance know if the parkour system is doable with motion matching in 5.4 ? They are showing it, but is it feasable in 5.4 or only in later versions ? The 5.3 version does not support any vertical movements, so this is pretty interesting.
Is your Motion Matching example project going to show how to get around issues with using it in a Multiplayer project because the Trajectory isn't replicated ?
My only feedback is that this feels like the presenters are reading words written by a marketing or PR team. It doesn't seem like it's their own words. It's a shame they're not given more freedom to go off script because they clearly know a lot and are passionate about this project and system. Would like to have heard them talk more freely about all of this. Still really useful content though!
does anyone know how i would find this mysterious "Copy Motion" node that they show at 38:14? is this available in 5.4? I tried to enable as many plugins as I could but no luck...
I am looking for this and can't find it as well. On unreal roadmap there is entry that those components are being worked o. Post it made by Paddy Walker
@@vWiewioR There's an article on epicgames with the source code for it and a brief explanation, but actually getting the node to do anything is a challenge.
I have a question epic !! how much does it cost for you to hire only 1 person for giving free tutorial videos every day in great depth ! is it 100k a year ?! because for now your tutorials are more like that you are saying hey people we know that u are already an expert in UE so just take these general info too and have fun !!! this is why no real developer looking at your channel and all of us should struggle to find information from various sources !!
Such a poor multinational enterprise. Instead of a clear and professional Westerner within their company they outsource a cheaper Indian with cars honking and dogs barking in the background 📣 Check Unreal 5 10 hours tutorial 😑
Does anyone here know how to setup the simplest thirdperson crosshair. I am desprate and I am a begginer in unreal and I am working on a school project and I want to have a crosshair which is accurate to where I am actually shooting. PLEASE!
It's kind of a trick. The trace for hit registration can go forward from the center of the camera. Then, the visual things (projectiles, bullet traces, etc) can go from the weapon's muzzle to where the hit registration trace impacted.
We definitely need a stream with some Animation Programmer showing how to setup and use Motion Matching from scratch. Don't get me wrong, I'm not trying to offend anyone, I'm really excited with these new features, but this GDC was painful to listen.
Yeah yeah, it's all great Motion Matching and Fortnite until you try this with your own characters and animations. Wobbling legs on walking, camera twitches on idle and some animations are playing faster because the Trajectory system seems to do some automatic average scale calculations. And of course NOTHING in the documents about custom animation requirements! - Do the characters need to be in place or move along within the animation? - If so, how much they need to move to be recognized correctly directional-wise in the trajectory? ◀🔼▶ "Just use these generic animations we have made for everyone. Don't try visioning anything special." Now my female character walks like a stud since I am forced to use the only working animations available. Editing them would take forever 🤯 What a dumb time we are living... Unreal 5.4.3
I think unreal will soon introduce subscription and/or increase their fee by alot. You can't be so much ahead and simply charge nothing, its bound to change soon
In the game we are working on, I have rarely needed to go outside of Unreal to do anything. It's not something I expected, but it is quite nice to do everything in the engine.
are you making a quixel megascan showcase game?
@@bee3D Quixel Megaflip bodycam retro analogue horror with Roguelike elements (it's an allegory for mental health)
@@MegariskyYT Releast comment under here.
@@MegariskyYT
As opposed to a AAA quixel megaflip that they then make 300 artists toil away in the mines to supplement, and lie about their 'innovations' and 'fidelity'
(the artists are actively striking and being replaced by a.i, the narrative is arguably brain-dead, the game is multiplayer focused always online, season pass or deluxe version pre-order at €100)
How you do 3D ? Documentation ? VFX ? First time I'm hearing that.
Sooo is it just me, or did the new animation features just kick the door down and strut into the room like they own the place? Mic drop. lol. Remember the days when our jaw-droppingly gorgeous characters moved like they were secretly part of a robotic mime troupe? Straight winter Olympics. Those days are gone, folks. I'm over here practically vibrating with excitement, itching to get my hands on these updates. I mean, throwing a punch or swinging a sword that reacts like it's part of a dance with physics? That's not just an update; that's breathing soul into our creations. Huge shoutout to the Unreal Engine wizards - you've outdone yourselves. I'm sending you all virtual hugs and a mountain of gratitude. My heart (and my characters) are doing backflips of joy!
The fact that this tech is being made available to anyone virtually for free is mind blowing to say the least
Been dabbling with UE5 lately. Thanks to all the forums and tutorial videos for helping me understand this crazy tool, one feature at a time.
Its all I ever want to do! It's terrific to have such a powerful and free tool, that you can also be proud of using because it's pretty much the best in its class!
Such great new features and fun insights into the production! I'm going to make soooo many tutorials on all of this.
Just subbed to your channel can't wait to see and learn
Motion matching is such a cool tech. Thank you guys for your hard work. You are unreal!
I cant express how excited I was for UEs announcement of 5.4 and the updates / features especially the 500+ free animations . Super cool!
Stop motion animation looked so sick
SO EXCITED FOR THE NEW ANIMATION TOOLING!! What a time to be alive!
@24:45 you've been able to hot reload animations and anim blueprints while pie is running since 4.24. This isn't just exclusive to this new anim sequence stuff, if you edit an anim, export and hit reimport on an anim sequence while PIE is running, it will fetch the new animation during runtime. It's funny how so much old cool stuff isn't documented and the new UE devs are slowly rediscovering these things
Maya it's history now, Autodesk should take notes what a real feature means. And it's free for starters!
Nah, it will be used less in games, but Maya is still heavely used in the VFX and animation industry. UE is getting good and has amazing new features, but still limited if it comes to big and complex custom rigs of characters or vehicles for the big movies. Maya has much more customization and has tons of really high advanced plugins that UE doesnt have like Ziva vfx. For human like game characters UE is perfect, its easy and fast to set up, been working with it myself. But for bigger and more complex models, Maya is better and more advanced. But it doesnt have the modulaire rigs like UE, and its really expansive .
yeaaah baby been waiting for these features to finalize
That was amazing. Motion Matching will completely democratize access to amazing animations
until gamers start complaining all our projects look the same...
@@asdfman7007 Doesnt matter because as long as there is more games no one will complain rather than waiting like 5 or 6 years for a game
I can't get one quote out of my head: "just coming off the Collision event on the Fortnite team". Collision was in June of 2022, although the update containing it had been out since mid-May, so that would mean that they only had a year and a half to put this all together. This is just incredible.
Whoa! I was also doing that dynamic additive layering system in my own game. Makes it so you can have a weapon holding pose that's also affected by running animations instead of leaving the upper body stiff. Mine was kinda simple in comparison and just figured out an additive spine pose. As an added bonus, I also had crouching for free since the upper body would lean forward due to the locomotion pose leaning forward.
This motion matching tech is insane. I spent years trying to tweak my character's animations and I think this will just finally solve locomotion and make it look super smooth almost for free, and with just about any arbitrary set of animations.
Constantly mindblown.. Thankyou! Maybe one day I'll also be able to actually understand a fraction of the things your talking about :)
Sometimes, I feel the techknowledge is super fast like this announcement so I am little bit afraid to accept and learn the new features because it takes time to be familiar, even if I have many experiences and skills with other softwehres. However I am excited to be able to handle these fantastic features with my project soon so I am willing to accept it my best
The new gismos is looking great, I hope when it is released it will be a builtin feature.
Cant wait!
Great work, I would love to know how can we get the Animation Browser Widget?
This is really cool! I’d love to learn how to fully rig and animate in Unreal and not need Maya. But man, you can tell these guys are not comfortable talking to people! 😮
cant wait for this
With that nanite technology you have clever compression lossy and equivalent arrangement or lossless and approximation. You can also carefully use grain where the ai and the graining are tuned for efficient degraining. If you want to add generated content that can work with grained set to generated mould this can be dynamically tuned more GPU less nPU to less GPU more NPU ect for an object or landscape aspect.
An extended nurbs to nanite with ai trained on the nurbs version with the grain ideally positioned for the ai detail upscale reduction system would be good for 5.6
I wonder how good motion matching will be for my basketball game. I feel like the animations are stiff and not fluid.
Not buying into that temporary pivot system yet until I use it and it actually works! sidefx introduced something similar in houdini 20 and the current iteration doesn't work like you'd want in terms of rotation around temporary locator pivots being way off! lots of manual work needed in sidefx version, so let's see what unreal actually brings with that.
Doesn't seem all that different than using the 3D cursor as pivot point in Blender, and that's worked great for well over a decade.
If we get physics-based animation in unreal like in Cascandeur I am switching to Unreal only.
I love Unreal Engine
Where Can I find "bone mask" node and "copy motion" node from prototype layering workflow ?
Amazing work!
When is the animation back mentioned around ~ 45:20 coming out?
Battle-tested! Hardships make or break people. :)
31:19 man this guy sure is saying a lot of words
Does anyone by any chance know if the parkour system is doable with motion matching in 5.4 ? They are showing it, but is it feasable in 5.4 or only in later versions ? The 5.3 version does not support any vertical movements, so this is pretty interesting.
Any way to implement motion matching with foliage? 😅
SUPER!
Is your Motion Matching example project going to show how to get around issues with using it in a Multiplayer project because the Trajectory isn't replicated ?
Someone created "Replicated Character Trajectory Component" on the Marketplace to fix the issue in question.
Outstanding. I hope it includes archery.
Where can I download or buy animations used for dense dataset?
Thank you
Yes
My only feedback is that this feels like the presenters are reading words written by a marketing or PR team. It doesn't seem like it's their own words. It's a shame they're not given more freedom to go off script because they clearly know a lot and are passionate about this project and system. Would like to have heard them talk more freely about all of this. Still really useful content though!
we love you
does anyone know how i would find this mysterious "Copy Motion" node that they show at 38:14? is this available in 5.4? I tried to enable as many plugins as I could but no luck...
I am looking for this and can't find it as well. On unreal roadmap there is entry that those components are being worked o. Post it made by Paddy Walker
@@vWiewioR There's an article on epicgames with the source code for it and a brief explanation, but actually getting the node to do anything is a challenge.
How are the ppl not jumping out of their seats an cheering?
I have a question epic !! how much does it cost for you to hire only 1 person for giving free tutorial videos every day in great depth ! is it 100k a year ?! because for now your tutorials are more like that you are saying hey people we know that u are already an expert in UE so just take these general info too and have fun !!! this is why no real developer looking at your channel and all of us should struggle to find information from various sources !!
Such a poor multinational enterprise. Instead of a clear and professional Westerner within their company they outsource a cheaper Indian with cars honking and dogs barking in the background 📣
Check Unreal 5 10 hours tutorial 😑
Am I the only one who noticed Paddy changed shoes during this event?
Cant wait to see this tech not used for LEGO stuff and actually visualize real use cases with regular humans....
👍🏻 good
❤❤❤❤❤❤
Does anyone here know how to setup the simplest thirdperson crosshair. I am desprate and I am a begginer in unreal and I am working on a school project and I want to have a crosshair which is accurate to where I am actually shooting. PLEASE!
It's kind of a trick. The trace for hit registration can go forward from the center of the camera. Then, the visual things (projectiles, bullet traces, etc) can go from the weapon's muzzle to where the hit registration trace impacted.
25:36
Really hard to watch these guy read the whole conversation off of a script
Странные персонажи в программе . От первого лица нет ног , от третьего нет оружия . Не было времени прикрутить ?
Who wants to collab on a project to remake Season 8 of Game of Thrones
We definitely need a stream with some Animation Programmer showing how to setup and use Motion Matching from scratch.
Don't get me wrong, I'm not trying to offend anyone, I'm really excited with these new features, but this GDC was painful to listen.
Yeah yeah, it's all great Motion Matching and Fortnite until you try this with your own characters and animations.
Wobbling legs on walking, camera twitches on idle and some animations are playing faster because the Trajectory system seems to do some automatic average scale calculations.
And of course NOTHING in the documents about custom animation requirements!
- Do the characters need to be in place or move along within the animation?
- If so, how much they need to move to be recognized correctly directional-wise in the trajectory? ◀🔼▶
"Just use these generic animations we have made for everyone. Don't try visioning anything special."
Now my female character walks like a stud since I am forced to use the only working animations available. Editing them would take forever 🤯
What a dumb time we are living...
Unreal 5.4.3
deep dive we hear women yell deeeppeerr, give us more information bout motion matchin
Why can't people hold a conversation live? so weird
Always promoting MotionMatching. Where the hell is it?
I think unreal will soon introduce subscription and/or increase their fee by alot. You can't be so much ahead and simply charge nothing, its bound to change soon
Tim Sweeney will keep things good for us
😴