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...
    Subscribe to my channel and add me on social!
    / byronbcp
    / byronbcp
    / beyondcinema
    Use discount code LA23 for 5% off all Rokoko products. @RokokoMotion
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Комментарии • 73

  • @Dale-bx6cx
    @Dale-bx6cx 27 дней назад +2

    6 hours I spend trying to figure out what the problem was, you just saved my life, thanks man!

    • @beyondcinema
      @beyondcinema  27 дней назад +1

      yay! You're welcome!

    • @AdrianRund
      @AdrianRund 25 дней назад

      That’s a Bethesda excuse 😂

  • @joshcooop
    @joshcooop 25 дней назад +1

    You are a king! Good thing I watched this before starting. Thanks so much for the help!

    • @beyondcinema
      @beyondcinema  25 дней назад

      Glad to hear it! haha thank you!

  • @UnknownEX0
    @UnknownEX0 29 дней назад +1

    Thanks for all your hard work🔥

  • @Scyther-ym7yj
    @Scyther-ym7yj Месяц назад +17

    Epic wouldn't be Epic if everything worked right away.

  • @Scyther-ym7yj
    @Scyther-ym7yj Месяц назад

    thank bro, I also spent several hours fiddling around and searching for information

    • @beyondcinema
      @beyondcinema  Месяц назад +1

      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

  • @saigerakoski9912
    @saigerakoski9912 24 дня назад

    this is the easiest way for sure , thanks

  • @NostromoVA
    @NostromoVA Месяц назад

    Awesome! Thanks!

  • @hosseinfeyzipour4835
    @hosseinfeyzipour4835 Месяц назад

    nice one man
    big help

  • @user-fg6mq3dg3d
    @user-fg6mq3dg3d 13 дней назад

    Thanks man!

  • @thehotpotatosquad
    @thehotpotatosquad 13 дней назад

    Excellent thanks

  • @noname_2108
    @noname_2108 Месяц назад

    Thanks a lot!

  • @Gr8dame666
    @Gr8dame666 Месяц назад

    Damn dude, thanks for this.

  • @onvogues
    @onvogues 14 дней назад

    MY BRUDDAH! thanks thanks

  • @emile04
    @emile04 29 дней назад

    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.

    • @emile04
      @emile04 29 дней назад

      beyondcinema, I believe this is why you were having trouble creating a child from the parent

  • @Firegon_
    @Firegon_ 24 дня назад

    really king

  • @rlb1968able
    @rlb1968able 29 дней назад

    This beats endless tutorials of youtube tutorials not being in order and screwing up your movement system

    • @beyondcinema
      @beyondcinema  29 дней назад

      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!!

  • @SeanKozina
    @SeanKozina 21 день назад

    Could you make a tutorial on how to add more animations with this pack, such as sword swings?

    • @beyondcinema
      @beyondcinema  13 дней назад

      I wish I could, but I don't know how.

  • @alimohamadpur
    @alimohamadpur Месяц назад

    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

    • @beyondcinema
      @beyondcinema  Месяц назад +1

      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.

  • @roberthendrix8520
    @roberthendrix8520 18 дней назад +1

    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.

  • @yochintohere
    @yochintohere Месяц назад

    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??

    • @beyondcinema
      @beyondcinema  Месяц назад

      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/

    • @yochintohere
      @yochintohere Месяц назад

      @@beyondcinema Thanks

    • @MiuraUY
      @MiuraUY Месяц назад +1

      Yeah... Everytime I import from mixamo I don't have a skeleton, just the mesh...

    • @beyondcinema
      @beyondcinema  Месяц назад

      @@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

  • @Binophone363
    @Binophone363 Месяц назад

    Could you see if you could do a gun for this project.

    • @beyondcinema
      @beyondcinema  Месяц назад

      was actually trying that right now, but I screwed up my blueprint and had to start over. :(

  • @akaien5315
    @akaien5315 28 дней назад

    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.

    • @beyondcinema
      @beyondcinema  28 дней назад +1

      You can use any rig!

    • @akaien5315
      @akaien5315 27 дней назад

      @@beyondcinema Thank you very much for clarifying

  • @mh294m
    @mh294m 29 дней назад

    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?

    • @beyondcinema
      @beyondcinema  29 дней назад

      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

  • @BlackWaterTeam
    @BlackWaterTeam 20 дней назад

    What is the float variable suppose to bind to? It crashes on me no matter what I select

    • @beyondcinema
      @beyondcinema  20 дней назад

      It's suppose to be binding to the IK retargeter asset you've created.

  • @eibruno7198
    @eibruno7198 Месяц назад

    integrates with Lyra and Motion Matching ?

    • @beyondcinema
      @beyondcinema  Месяц назад

      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.

  • @cult614
    @cult614 22 дня назад

    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?

    • @beyondcinema
      @beyondcinema  22 дня назад

      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?

    • @cult614
      @cult614 22 дня назад

      @@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

    • @beyondcinema
      @beyondcinema  22 дня назад

      @@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.

    • @cult614
      @cult614 21 день назад

      @@beyondcinema i have the same problem as you. Thanks for help il try to follow your tutor, because i also follow off documentation

  • @LittleJT123
    @LittleJT123 19 дней назад

    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

    • @beyondcinema
      @beyondcinema  19 дней назад

      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.

  • @CTRLsway
    @CTRLsway 20 дней назад

    my mixamo character is just t posing when i play! what am i missing?

    • @CTRLsway
      @CTRLsway 20 дней назад

      sorted brother! i forgot to choose my retargeter inside the generic one

  • @AverageDev
    @AverageDev Месяц назад

    any idea how to make parkor work with any static meshes?

    • @beyondcinema
      @beyondcinema  Месяц назад +1

      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.

    • @beyondcinema
      @beyondcinema  Месяц назад

      I have a video I'm uploading on this, check my channel in a minute or so.

    • @AverageDev
      @AverageDev Месяц назад

      @@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.

    • @beyondcinema
      @beyondcinema  Месяц назад

      @@AverageDev thank you!!

    • @itzDrizzyyyman
      @itzDrizzyyyman 29 дней назад

      Stop the cap

  • @MarioCola
    @MarioCola 23 дня назад

    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

    • @beyondcinema
      @beyondcinema  23 дня назад

      Not sure what you mean Mario. If you play as the sample characters they created, yours looks deformed?

    • @MarioCola
      @MarioCola 22 дня назад

      @@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

  • @khealer
    @khealer 24 дня назад

    Good stuff. Volume is TOO low!

    • @beyondcinema
      @beyondcinema  24 дня назад

      thanks! I'll try to make louder next time ;)