Add your custom character to Game Animation Sample Project | Motion Matching
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- Опубликовано: 11 июн 2024
- This is a short tutorial to show how to add your custom character into the 500 Free Animation Sample Project from Epic Games that was released today! www.unrealengine.com/en-US/bl...
Watch part 2 where I show how to create custom meshes you can parkour over
• Parkour Over Custom Me...
Watch part 3 where I answer request to show a custom metahuman implementation
• Add CUSTOM METAHUMAN i...
Their documentation had a mistake and did not fully cover the entire process so after much troubleshooting, I was able to make it work and found where their documentation went wrong.
Epic Games Documentation:
dev.epicgames.com/documentati...
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6 hours I spend trying to figure out what the problem was, you just saved my life, thanks man!
yay! You're welcome!
That’s a Bethesda excuse 😂
You are a king! Good thing I watched this before starting. Thanks so much for the help!
Glad to hear it! haha thank you!
Thanks for all your hard work🔥
You're welcome! :)
Epic wouldn't be Epic if everything worked right away.
thank bro, I also spent several hours fiddling around and searching for information
yeah I was going crazy over this b/c I knew there weren't any tutorials out yet so I had to solve it myself lol
this is the easiest way for sure , thanks
Awesome! Thanks!
YW!
nice one man
big help
yeee! You're welcome!
Thanks man!
No problemo!
Excellent thanks
Thanks a lot!
You're Welcome!
Damn dude, thanks for this.
your very welcome!
MY BRUDDAH! thanks thanks
You're welcome my g
For anyone having trouble with child skeletal component animations freezing when the master skeletal mesh is not visible:
Set the Leader Pose Skeletal Mesh's "Visibility Based Anim Tick Option" to “Always Tick Pose and Refresh Bones.” This option can be found in the skeletal mesh component details view under Optimization > Advanced.
beyondcinema, I believe this is why you were having trouble creating a child from the parent
really king
This beats endless tutorials of youtube tutorials not being in order and screwing up your movement system
I know right??! I'm just waiting for 5.5 when they will have crouch and Sprint. They're going to keep updating this project!!
Could you make a tutorial on how to add more animations with this pack, such as sword swings?
I wish I could, but I don't know how.
Thanks man. I have a UE project with AAA modular pack soldiers in it. can I take these animations and out them in my projects to animate the soldiers for cinematics. I couldn't figure it out
Yes for that you just migrate the animation sequence files into your project and then you need to retarget the animations to your soldier characters. Are you in 5.4 on that project? If so the retargeting should be very simple.
tried this and didn't have motion enabled on the plugin now i got a massive amount of blueprint errors i have to manually fix. please update to let people know who are just starting out on having motion plugin enabled first.
Thanks alot. I have no idea how to import character with proper skeleton and stuff to Unreal, Can you point me to any tutorial for that??
Its quite easy I did show it briefly at 1:19. But check out this documentation it explains it in more detail docs.unrealengine.com/4.27/en-US/WorkingWithContent/Importing/FBX/HowTo/ImportingSkeletalMeshes/
@@beyondcinema Thanks
Yeah... Everytime I import from mixamo I don't have a skeleton, just the mesh...
@@MiuraUY it could just be a checkbox you didn't have ticked or maybe when you exported from Mixamo it wasn't rigged with skeleton yet? Follow my friend Gorka's video here, it should get you thru it. ruclips.net/video/PyXeB1QtC0A/видео.html
Could you see if you could do a gun for this project.
was actually trying that right now, but I screwed up my blueprint and had to start over. :(
Brother, I would like to clarify a doubt with you, the import of our character to this project, the rig that must have the character has to be the official rig of Unreal Engine? Or could any rig be used, either Mixamo, Blender, etc...?
I hope I have been able to explain well.
You can use any rig!
@@beyondcinema Thank you very much for clarifying
When I try to retarget the animation it only let me use the skeletal mesh of the body, is there a way to have both the body and the face include when I use a custom metahuman?
You shouldn’t have to retargeting for metahuman just use the BP they’ve already included in the retargeted characters folder. Then you just swap out the skeletal mesh of both body and face. That should work but lmk if you have issues. There should be a video or 2 out already about metahuman with this project
What is the float variable suppose to bind to? It crashes on me no matter what I select
It's suppose to be binding to the IK retargeter asset you've created.
integrates with Lyra and Motion Matching ?
Lyra doesn't have Motion matching it was before 5.4. This sample project is setup with a complex MM system to demo it's capabilities.
Hello ! realy nice and helpfull video ! but i have an issue ... when i try to use some of the characters what supllied with this demo via widget , my unreal crashed. Do you know how to solve this kind of problem?
Do you mean you migrated the characters into your own project and your project crashes? Not sure if I can help with this...are you using 5.4.2 on your own project?
@@beyondcinema i mean even in animation project demo i try to change character what they implementby default , i used widged which displayed on the floor and when i change default maniquen to any other available my unreal crashed
@@cult614 honestly i had some similar issues before, but mine would crash as soon as my character moved. But that was when I was trying to follow their documentation. Once I figured out to duplicate the assets instead, everything worked. Just start a new project and follow my tutorial exactly.
@@beyondcinema i have the same problem as you. Thanks for help il try to follow your tutor, because i also follow off documentation
So I have a slight problem...I am using a modular male and female, meaning i can swap heads, hair, facial hair etc.... so the part when you duplicate Twin blast BP and replace the mesh with my character....you mention it does not change the look and it must be a glitch or something, problem is that is where I need to be able to see my character in order to add the head and hair etc. at the moment I am running around with a headless character lol
Well you can still add the pieces just you'll need to double check by going out of the BP. As long as you know which skeletal meshes you want ahead of time.
my mixamo character is just t posing when i play! what am i missing?
sorted brother! i forgot to choose my retargeter inside the generic one
any idea how to make parkor work with any static meshes?
Actually I was wondering the same thing so as soon as I figure it out I'll post a video on it! As a temp solution what I did was I used one of the blocks from the project and scaled it to fit my object, then I made the block "not visible" during game play.
I have a video I'm uploading on this, check my channel in a minute or so.
@@beyondcinema i actually had a talk with the creator of this and he said that is not possible as the system is very complex and uses line traces to achive this.
So the only possible way is adding the blueprint to mask static meshes.
@@AverageDev thank you!!
Stop the cap
Unfortunately the skeleton is not really the same same of unreal skeleton, manny and Quinn gets deformed too, in my case my character is deformed in the same spots as all the characters in the sample
Not sure what you mean Mario. If you play as the sample characters they created, yours looks deformed?
@@beyondcinema you know you can switch character in the sample right? Try Manny or Quinn, look for elbows and other bones, they are slightly off proportions
I guess it's best suited for UEFN more than SK_Manny/Quinn.. hence if you have a beefy or slim character the proportions are even more off and noticeable
Took a while to notice the same thing on Manny and Quinn in the sample but it's there, and I get way more deformation in the same spots as my character has already bigger arms etc
Works fine with Manny Abp but broken proportions with this sample
Good stuff. Volume is TOO low!
thanks! I'll try to make louder next time ;)