Unreal DevOP
Unreal DevOP
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Unreal Engine 5: Retargeting vs Live Retargeting?
In this video I'll discuss the problems associated with Retargeting as well as some solutions to avoiding the Live Retargeting solution I used in my GASP-DAO Project. I will then show the difference in performance between the two across several different tests for 25/50/100 characters.
BuyMeACoffee: buymeacoffee.com/j0hnc0nn0r
00:00 Intro
01:00 Retargeting Problems
04:30 Retargeting Solutions
06:10 Why I Used Live Retargeting
07:00 Retargeting Solutions
08:45 Alternative Offset Correction Approach
11:40 Live Retargeting vs Retargeted Performance
13:30 25 Chars Test
17:39 50 Chars Test 1
22:00 100 Chars Test
29:00 50 Chars Test 2
31:00 Live Retargeting Unreal Insights
33:40 Outro
มุมมอง: 118

วีดีโอ

Unreal Engine 5: GASP DAO v1.35 (Custom Bow & Pose Setup '4')
มุมมอง 1792 ชั่วโมงที่ผ่านมา
In this video I'll be demonstrating how to create and fix custom Poses for your character and how to set them up with a Linked Anim Layer. I will be showing you how to customize the layering settings for this item. I will also be showing you how to setup the item in the game and configure the settings for your character. BuyMeACoffee: buymeacoffee.com/j0hnc0nn0r Release Video: th-cam.com/video/...
Unreal Engine 5: GASP DAO v1.35 (Custom Character Item Setup '3')
มุมมอง 1242 ชั่วโมงที่ผ่านมา
In this video I'll be showing you how to setup your character to use the Template Items and Weapons in the Project BuyMeACoffee: buymeacoffee.com/j0hnc0nn0r Release Video: th-cam.com/video/upWIKxX9KsE/w-d-xo.html Project Files: ko-fi.com/unrealdevop Project Documentation: unreal-devop.gitbook.io/gasp-dynamicadditiveoverlay 00:00 Intro 01:22 Item Data Setup 03:24 Item Char Data 03:02 Linked Anim...
Unreal Engine 5: GASP DAO v1.35 (Initial Custom Character Setup '2')
มุมมอง 852 ชั่วโมงที่ผ่านมา
In this video I'll be showing you how to bring in your custom character and set it up. BuyMeACoffee: buymeacoffee.com/j0hnc0nn0r Release Video: th-cam.com/video/upWIKxX9KsE/w-d-xo.html Project Files: ko-fi.com/unrealdevop Project Documentation: unreal-devop.gitbook.io/gasp-dynamicadditiveoverlay 00:00 Intro 01:25 IKRig & IKRetargeter (I got a few things wrong here) 08:53 Character Blueprint Set...
Unreal Engine 5: GASP DAO v1.35 (Project Setup & Intro '1')
มุมมอง 4562 ชั่วโมงที่ผ่านมา
In this video I'll be showing the project setup process and introduce you to the basics of the project. BuyMeACoffee: buymeacoffee.com/j0hnc0nn0r Release Video: th-cam.com/video/upWIKxX9KsE/w-d-xo.html Project Files: ko-fi.com/unrealdevop Project Documentation: unreal-devop.gitbook.io/gasp-dynamicadditiveoverlay 00:00 Intro 01:45 Copying Game Animation Sample Over 03:54 Project Settings & Gamep...
Unreal Engine 5: GASP-DAO 1.35 (Dropping Soon)
มุมมอง 1.7K9 ชั่วโมงที่ผ่านมา
As soon as I finish documenting it I'll release it. I would release it now but last time I did that people complained about it not being documented. BuyMeACoffee: buymeacoffee.com/j0hnc0nn0r Release Video: th-cam.com/video/upWIKxX9KsE/w-d-xo.html Project Files: ko-fi.com/unrealdevop
Unreal Engine 5: GASP-DAO (1.35 Releasing Soon)
มุมมอง 76521 ชั่วโมงที่ผ่านมา
A Final Update, Showcasing the final results for the new update. I'll make a release video going over the details of how the new systems work when I release it. BuyMeACoffee: buymeacoffee.com/j0hnc0nn0r Release Video: th-cam.com/video/upWIKxX9KsE/w-d-xo.html Project Files: ko-fi.com/unrealdevop
Unreal Engine:5 GASP-DAO (1.35 Early DEMO Update)
มุมมอง 1.2Kวันที่ผ่านมา
Just updating you guys on the progress of the Coming Update. BuyMeACoffee: buymeacoffee.com/j0hnc0nn0r Release Video: th-cam.com/video/upWIKxX9KsE/w-d-xo.html Project Files: ko-fi.com/unrealdevop
Unreal Engine 5: GASP-DAO (1.35 Early DEMO)
มุมมอง 91114 วันที่ผ่านมา
A Quick Demo of the Coming Update. BuyMeACoffee: buymeacoffee.com/j0hnc0nn0r Release Video: th-cam.com/video/upWIKxX9KsE/w-d-xo.html Project Files: ko-fi.com/unrealdevop
Unreal Engine 5: GASP DAO v1.3x (MetaHuman Setup)
มุมมอง 40421 วันที่ผ่านมา
In this video I demonstrate setting up a MetaHuman, I use a Cinematic but the Characters in the Project are the Optimized Versions and I have also tested this setup with Optimized version from Quixel as well. BuyMeACoffee: buymeacoffee.com/j0hnc0nn0r Release Video: th-cam.com/video/upWIKxX9KsE/w-d-xo.html Project Files: ko-fi.com/unrealdevop 00:00 Intro 02:10 Blueprint Setup (Painful to Watch S...
Unreal Engine 5: GASP DAO v1.3x (Custom Weapon Setup)
มุมมอง 36421 วันที่ผ่านมา
In this project we will go over the process of setting up a 3rd Party Weapon with the DAO System. BuyMeACoffee: buymeacoffee.com/j0hnc0nn0r Release Video: th-cam.com/video/upWIKxX9KsE/w-d-xo.html Project Files: ko-fi.com/unrealdevop 00:00 Intro 00:20 Weapon Orientation 04:40 Static Mesh To Skeletal Mesh 07:30 Gameplay Tag Setup 09:30 Adding Weapon To Character 12:15 Setting Up For Live Retarget...
Unreal Engine 5: GASP DAO (v1.34 Overview)
มุมมอง 29621 วันที่ผ่านมา
Changes in 1.34: - 1. Character Held Objects were not tagged for their specific Weapon Tags, fixed. - 2. IK Retarget Settings were only being Updated by Linked Anim Layer Stance Changes, it will now be updated anytime our Weapons Change as well. - 3. Weapon Cycle Setup Was only cycling right and never left, this is now fixed. - 4. Leg Layering has been reconnected. - 5. Old Unused Slots Were Re...
Unreal Engine 5: GASP DAO (v1.33 Overview)
มุมมอง 77821 วันที่ผ่านมา
Changes in 1.33: - 1. All MetaHuman Weapons Are Now Accurate - 2. All MetaHuman's have decent finger grips on the weapons now - 3. Auto-Aim was re-introduced and improved, it will start aiming if you simply fire the weapon and then go back to rest afterwards - 4. The way montages are handled was Refactored. - 5. Crouch Layering Issue when Idle and Crouching was fixed - 6. Linked Anim Layer Outp...
Unreal Engine 5: GASP DAO Full Setup & Troubleshooting (v1.3x)
มุมมอง 75421 วันที่ผ่านมา
In this video I'll go over all the common problems people have during setup, how to setup the test characters in the project with my system as well as a brief explanation of how they work, and some a small issue that is easily fixed that you may run across that were introduced in 5.5. BuyMeACoffee: buymeacoffee.com/j0hnc0nn0r Release Video: th-cam.com/video/upWIKxX9KsE/w-d-xo.html Project Files...
Unreal Engine 5: GASP-DAO (v1.32 Overview)
มุมมอง 48628 วันที่ผ่านมา
Changes in 1.32: - 1. Default Look Aim Logic Introduced when not aiming a weapon - 2. Weapon no longer clips the body when not aiming and Idle or turning in place. - 3. Yaw AO is partially applied to root bone for more responsiveness which comes at a small cost. - 4. Logic has been reverted to Pre-OffsetRootBone to simplify the process of performing Aimoffsets as well as reduce the logic overhe...
Unreal Engine 5: GASP DAO v1.3x (Custom Character Setup)
มุมมอง 706หลายเดือนก่อน
Unreal Engine 5: GASP DAO v1.3x (Custom Character Setup)
Unreal Engine 5 GASP DAO (V1.31 Overview)
มุมมอง 1.1Kหลายเดือนก่อน
Unreal Engine 5 GASP DAO (V1.31 Overview)
Unreal Engine 5: Enhanced Input With Widgets
มุมมอง 499หลายเดือนก่อน
Unreal Engine 5: Enhanced Input With Widgets
Unreal Engine 5: GASP-DynamicAdditiveOverlay (Major Changes And Why)
มุมมอง 594หลายเดือนก่อน
Unreal Engine 5: GASP-DynamicAdditiveOverlay (Major Changes And Why)
Unreal Engine 5 GASP DAO (V1.30 Overview)
มุมมอง 1.1Kหลายเดือนก่อน
Unreal Engine 5 GASP DAO (V1.30 Overview)
Unreal Engine 5: Motion Matching Ai MoveTo (The Proper Way To Do It)
มุมมอง 1.5K2 หลายเดือนก่อน
Unreal Engine 5: Motion Matching Ai MoveTo (The Proper Way To Do It)
Unreal Engine 5: Dynamic Overlay and Copy Motion Layering
มุมมอง 1.5K2 หลายเดือนก่อน
Unreal Engine 5: Dynamic Overlay and Copy Motion Layering
Unreal Engine 5: GASP DAO - Fast Path (V1.29 Overview)
มุมมอง 7062 หลายเดือนก่อน
Unreal Engine 5: GASP DAO - Fast Path (V1.29 Overview)
Unreal Engine 5 GASP DAO - Fluid AimOffset (V1.28 Overview)
มุมมอง 9752 หลายเดือนก่อน
Unreal Engine 5 GASP DAO - Fluid AimOffset (V1.28 Overview)
Unreal Engine 5: GASP DAO - Copy Motion (V1.27 Overview)
มุมมอง 9372 หลายเดือนก่อน
Unreal Engine 5: GASP DAO - Copy Motion (V1.27 Overview)
Quixel is Shutting Down (Get MegaScans From FAB)
มุมมอง 5212 หลายเดือนก่อน
Quixel is Shutting Down (Get MegaScans From FAB)
Unreal Engine Copy Motion Intro Part 2 (With Project Files)
มุมมอง 5102 หลายเดือนก่อน
Unreal Engine Copy Motion Intro Part 2 (With Project Files)
Unreal Engine 5: Copy Motion Intro Part 1 (With Project Files)
มุมมอง 1.1K2 หลายเดือนก่อน
Unreal Engine 5: Copy Motion Intro Part 1 (With Project Files)
Unreal Engine 5: GASP DAO Synty (Char Setup) Part 3
มุมมอง 3863 หลายเดือนก่อน
Unreal Engine 5: GASP DAO Synty (Char Setup) Part 3
Synty - ReRigging Char (Correcting Finger Weights) Part 2
มุมมอง 1343 หลายเดือนก่อน
Synty - ReRigging Char (Correcting Finger Weights) Part 2

ความคิดเห็น

  • @SLAPDOORS
    @SLAPDOORS 53 นาทีที่ผ่านมา

    15:17 did you end up showing how you did the lever pull?

  • @unrealdevop
    @unrealdevop 3 ชั่วโมงที่ผ่านมา

    2:45 You could potentially tweak the settings on a Per-Animation Basis to retarget them as optimal as possible without modifying the animations and if you feel comfortable with those results then it may actually be 1 alternative to actually modifying them from an Animation Software.

  • @DimitryArsenev
    @DimitryArsenev 16 ชั่วโมงที่ผ่านมา

    Also new bug - FootPlacement make legs flickering - if character stay on place all fine, if runining - bone leg in on position - next frame angle very different and leg just a teleport to a different angles and again and again. Looks a broken. I think need add some smooth param if character movement.

    • @unrealdevop
      @unrealdevop 13 ชั่วโมงที่ผ่านมา

      I have seen some oddities lately but wasn't sure what was causing that, it's possible that they caused that when trying to add support for Motion Matching. Make sure though that there is nothing on the character or that the character isn't holding something that is blocking the visibility channel though, because I believe by default that is what the Foot Placement uses for finding the ground and it will cause the foot to hop around while running.

  • @rasaidtsang4456
    @rasaidtsang4456 23 ชั่วโมงที่ผ่านมา

    Hi, is the AI behaviour tree cannot be properly applied to GASP character? i tried it but the character cannot move with animation correctly. have you tried it?

    • @unrealdevop
      @unrealdevop 22 ชั่วโมงที่ผ่านมา

      Yeah, I started working on an AI Template for the system. But I've only got it about 60% complete and haven't touched it in over a month now because I've been addressing people's requests and complaints which has prevented me from finding the time to finish it. To answer your question though, yeah I've gotten it working and I even did a video on the proper way of setting up Ai for a Motion Matching System.

    • @rasaidtsang4456
      @rasaidtsang4456 14 ชั่วโมงที่ผ่านมา

      @@unrealdevop OH I SAW IT!! Its really easy to solve the problem with just tick the "Use Acceleration for Paths"!!! Thanks so much!!!!

    • @unrealdevop
      @unrealdevop 13 ชั่วโมงที่ผ่านมา

      @@rasaidtsang4456 Yeah, rather simple fix. It was brought to my attention by an Epic Games Employee on X.

  • @junol
    @junol วันที่ผ่านมา

    Holy hell, thank you

    • @unrealdevop
      @unrealdevop วันที่ผ่านมา

      Lol glad to hear people still find this useful.

  • @itsMBWAAA
    @itsMBWAAA วันที่ผ่านมา

    unrelated, but did you end up getting the paid version of Cascadeur? Or did you just install it to play around with it? Was juts snooping on your desktop icons lolll. Cascadeur helped me learn a lot about animating when I had little to no experience with it back when it was totally free. One of these days I'll pay for it I reckon

    • @unrealdevop
      @unrealdevop วันที่ผ่านมา

      Yeah I do have a perpetual license to a previous version, but not the latest. I had to drop my subscription because it was too expensive and I wasn't using it enough to justify maintaining it.

  • @eddiej.l.christian6754
    @eddiej.l.christian6754 วันที่ผ่านมา

    If your doing a Listen Server game, You don't want all this Live Retargeting. How hard would it be to retarget your system to a single skeleton? Such as the UE4 Skeleton.

    • @unrealdevop
      @unrealdevop วันที่ผ่านมา

      Why do you say that? Everybody seems to be insanely scared of Live Retargeting......I profiled it and the hit didn't even register a blip on the graph. Not sure why everyone thinks Live Retargeting is so heavy because it actually isn't. As far as Listen Server, that's not even true. You don't Replicate Animation Systems. You replicate the Values that they require. For Live Retargeting you are not replicating anything at all.....it has no more of a hit during Multiplayer despite Dedicated or Listen Server.....then it has during Stand-Alone Single Player.

    • @unrealdevop
      @unrealdevop วันที่ผ่านมา

      As far as retargeting this to another skeleton......my project is actually a Testament to the very fact that Retargeting absolutely fixes NOTHING. If you don't us Live Retargeting......every single character with a differing anatomy will need their own dedicated animations anyway.....so you may save a 0.1 ms hit with around 20 character's in the scene, but your ram consumption is now 20x higher........

    • @eddiej.l.christian6754
      @eddiej.l.christian6754 วันที่ผ่านมา

      @@unrealdevop It's basic math. Your doubling the number of joints. And for the host player, Yes your only replicating the values, But it also has all the skeletons playing as well. And the average player doe Not always have the best hardware. This why the makers of GASP set it up for Retargeting..

    • @unrealdevop
      @unrealdevop วันที่ผ่านมา

      @@eddiej.l.christian6754 Well I'll be doing a video tomorrow to debunk this Fallacy people have reached. According to Unreal Insights Live Retargeting specifically is actually only causing a 6 microseconds hit which is about 0.000006 seconds. (Also my computer tech is about to be 3 generations behind, so I'm not really running on modern hardware) When benchmarking the worst case scenario showed only a 7fps improvement for a Non-Live Retargeting Approach in an actual map where the camera was fixed in a specific position and they could only move in a very small area in view below the camera. The only difference between the two maps was that I selected all the Character's and did a Replace With Blueprint on them so they would all be in the exact same location on each map and the camera would be in the exact same location. With 25 character's the performance improvement varied between 2-5 frames. With 100 characters the difference was about 2-5 frames. So....yeah, not sure why people think it's insanely expensive. The benefits you get within your workflow from using Live Retargeting, and the workload that is reduced (Which is by about a factor of 10x and scale exponentially with characters and weapons.....) far outweigh a minor dip in fps. The reason the FPS dip is so low is because in reality AnimGraphs get executed on a Worker-Thread.....not the Game-Thread which normal Game Logic runs on.....which means that your more likely to have your Game-Thread be the bottleneck on your CPU and much less likely to have your Worker-Threads become the bottleneck. Most people make the false assumption that when they have a lot of character's in the scene that it's their Animation System, in reality it's almost always Draw Calls that are bottlenecking performance (These actually take place on the Render Thread, which is what they call that CPU Thread where Draw Calls are handled).

    • @eddiej.l.christian6754
      @eddiej.l.christian6754 วันที่ผ่านมา

      @@unrealdevop I look forward to the video. Coming from the Unity engine, I always welcome additional information. With that being said, My crew spends weeks reducing any slowdowns, even ones that are just 2-5 FPS. But I would like any method that improves production.

  • @aZebroadcast
    @aZebroadcast 2 วันที่ผ่านมา

    Wow! Incredibly good. Good Stuff!

  • @TrippyPa
    @TrippyPa 2 วันที่ผ่านมา

    will the mantle system on dynamic objects will be fixed soon ?

    • @unrealdevop
      @unrealdevop 2 วันที่ผ่านมา

      idk I haven't really messed with that, I believe they said the mantle system was a pretty basic example and I don't believe it was ever meant to meet everybody's needs, it was only there to serve as an example. I'm assuming that they expect people to build their own mantle systems based off the example they provided. That was only meant to show-case how you could setup a mantle system with motion matching.

  • @hotsauce7124
    @hotsauce7124 3 วันที่ผ่านมา

    May I ask, do you have any tutorials that show how we can add more animations like sword fighting, axe throwing, and sliding to your project? If you don't have tutorials, can you recommend some TH-cam tutorials? Your project looks very cool.

    • @unrealdevop
      @unrealdevop 3 วันที่ผ่านมา

      I'll have to get around to something like that. I keep getting requests in regards to Melee stuff, Melee Stuff can't be Cheated though. This layering technique will reduce the amount of animations you need by only so much, but beyond that your actually going to need to create your animations in very informed ways. If you don't design your animations in very specific ways then they will not blend properly. You can refer back to my other comment on your previous post for further information on this. I am sure I will eventually do stuff like this, but it won't be a 5 minute video and it will involve modifying animations pretty heavily. I will likely use some animations from Mixamo or some other source since making animations from scratch is fairly time consuming and most people will feel overwhelmed by the idea of that entirely.

  • @PRDrRank
    @PRDrRank 3 วันที่ผ่านมา

    Incredible work!! 🔥

  • @timothyngwenya7499
    @timothyngwenya7499 4 วันที่ผ่านมา

    You are a god!!!!

  • @hotsauce7124
    @hotsauce7124 4 วันที่ผ่านมา

    Looking good

    • @unrealdevop
      @unrealdevop 4 วันที่ผ่านมา

      Thanks

    • @hotsauce7124
      @hotsauce7124 3 วันที่ผ่านมา

      @ would be cool to learn how users can add new custom animations like sword attacks, frisbee throws, and bow/arrow to your awesome blueprint project. Thank you for making this project.

    • @unrealdevop
      @unrealdevop 3 วันที่ผ่านมา

      @@hotsauce7124 Yeah that's a pretty big request. The reason why is because I would actually have to teach you how to be an Animator first. Animation in games have to be made very very specific ways. If you see these games where movement is real fluid, it's because each animation they blend out of was hand made so that it's literally coming out of the pose your character is currently in. There is no way to CHEAT that, you just need to make your Animations so that they Come out of the Pose that your Character is currently in, that's the Secret to AAA animation. It's easy to fall into that trap though where you assume there are really sophisticated techniques for making animations blend between each other, there really isn't though. The secret is that all these movements you see characters in AAA games making, every one of those movements are Key Framed. There is blending happening, but the gaps those blends are having to fill are so small that the player normally never notices them. The larger the gap, the more awkward it will look. And if there is a gap on the Lower Body it may cause foot sliding.

  • @importon
    @importon 4 วันที่ผ่านมา

    good stuff! keep up the good work

  • @EllixOnline
    @EllixOnline 4 วันที่ผ่านมา

    Amaizing

  • @roqqor
    @roqqor 4 วันที่ผ่านมา

    nice!

  • @ThrillDaWill
    @ThrillDaWill 4 วันที่ผ่านมา

    does this work for any motion matching character or just GASP?

    • @unrealdevop
      @unrealdevop 4 วันที่ผ่านมา

      It's not a system specific fix. That's why the video says Motion Matching AI, and not Gasp AI. Should work with any motion matching setup.

    • @ThrillDaWill
      @ThrillDaWill 3 วันที่ผ่านมา

      @@unrealdevop I tried it with a relativily simple setup with locotmotion but my character is not moving. I think theres some extra steps i would need to take to get it similar to gasp.

    • @unrealdevop
      @unrealdevop 3 วันที่ผ่านมา

      @@ThrillDaWill Nah I think I know why. Just taking a wild guess here but 99.99% of everybody that has had trouble with this tried duplicating the Character Blueprint and doing it on a duplicate. The problem is that the Animation Blueprint is casting to CBP_SandboxCharacter not CBP_YourCharacter......so it's not receiving any data and therefore doesn't know the Ai is moving, so no animation is playing.

    • @unrealdevop
      @unrealdevop 3 วันที่ผ่านมา

      ​@@ThrillDaWill yeah idk to be honest man, I don't know what your trying to do over there. I can promise you this though..... It is no more my opinion in this video that this is the "Proper Way", then it is my opinion that the Sky is Blue. It simply is, I'm not stating an opinion, I'm actually trying to help you guys understand how it works. If it's not moving on your end, then it's likely due to something else entirely at fault. So you may want to make sure that your Animation System works at all.....before you try to test it with Ai. That's what I normally do, I normally set it up with a player controller, and double check that it's working. Make sure that when your playing the little guy in your Animation Blueprint for this instance of the character.....is actually moving....if it's not, then something is wrong with your animation system, and it likely has nothing to do what-so-ever with the MoveTo Ai function.

    • @ThrillDaWill
      @ThrillDaWill 3 วันที่ผ่านมา

      @@unrealdevop Yeah thats a good method, ill give it a shot. thanks for the help! as far as gasp goes this is great and I will be using it in the future!

  • @TrippyPa
    @TrippyPa 5 วันที่ผ่านมา

    will someone fix it for fps mode allready?

    • @unrealdevop
      @unrealdevop 4 วันที่ผ่านมา

      I believe there are quite a few video guides on how to do it if you don't mind doing things yourself.

    • @unrealdevop
      @unrealdevop 4 วันที่ผ่านมา

      What I mean is that there are actually video's specifically on setting GASP up with FPS Camera Mode.

    • @TrippyPa
      @TrippyPa 4 วันที่ผ่านมา

      @unrealdevop still no one fixed tge animation that make the camera collide with the walls , its un fixable if you dont fix the animation , else you need splitted body fps mode

    • @unrealdevop
      @unrealdevop 4 วันที่ผ่านมา

      @@TrippyPa Well i have basically no experience setting up FP Camera's so if everyone else is having trouble with it I doubt I would do any better.

  • @0UTSIDER
    @0UTSIDER 7 วันที่ผ่านมา

    I love GASP-DAO, absolutely top tier project! I changed traversals a bit and now, before ray tracing starts, my character has to holster his weapon first (1s animation). It adds a bit of realism but takes away some fun by slowing you down. My character also can't jump with weapon pulled out but I think it fits my project quite well.

    • @unrealdevop
      @unrealdevop 7 วันที่ผ่านมา

      Yeah to get more fluid/realistic animation you have to sacrifice reaction time.

  • @alhusseinali
    @alhusseinali 8 วันที่ผ่านมา

    Bro you are the best.

    • @unrealdevop
      @unrealdevop 8 วันที่ผ่านมา

      Yeah I'll release it over the weekend. All I should have left now is just the template characters to setup.

  • @hotsauce7124
    @hotsauce7124 8 วันที่ผ่านมา

    May I ask, is this all blueprints using GASP? This is very cool.

    • @unrealdevop
      @unrealdevop 8 วันที่ผ่านมา

      Yeah it's all blueprints, c++ obscures things from people and while some may prefer it in C++ it's better for a public project to be in blueprints otherwise your cutting about 90% of everybody out of your project.

    • @hotsauce7124
      @hotsauce7124 8 วันที่ผ่านมา

      @ is it possible to add sword abilities, fighting abilities and climbing abilities?

    • @unrealdevop
      @unrealdevop 7 วันที่ผ่านมา

      @@hotsauce7124 Some things actually do require an Animator believe it or not. A lot of the stuff you see that looks janky is what you get when you don't have one. That's what happens when you try to force animations to work for your system, that were not hand made for your system. Most everyone when getting started in game development approach it with a really naive perspective, thinking that there are plenty of free and paid animation sets and that you can simply use those and if they look good you will have a AAA animation system as long as you know how to force them to work. It simply doesn't work like that. I may add some stuff later on but it won't be anytime soon. I first have to find the time to get back to making Animations like I was starting to do a while back.

    • @hotsauce7124
      @hotsauce7124 7 วันที่ผ่านมา

      @@unrealdevop I can help you create the animations you need free of charge and yours to keep. I'm looking to learn how to integrate animations into GASP. If you would like some help with that I can do the animations for you if you can help me learn how to integrate new animations to create game play abilities through Blueprints, not C++. This might be a silly question, but is GASP different from ALS?

    • @unrealdevop
      @unrealdevop 7 วันที่ผ่านมา

      @@hotsauce7124 GASP uses motion matching and only includes locomotion animations such as walking/jogging/sprinting and crouch movement as well as jumping and some traversals. That's all GASP includes, as far as ALS it does not use Motion Matching, and all the animations were hand crafted by Caleb Longmire, the one that made the animation system. He made all animations in a very very very specific way so that they would be optimal for the Additive Layering Technique he used. As far as The Gameplay Ability System (GAS) that system 100% requires C++ it's not something you can build from Blueprints. There is one plugin that supposedly exposes a lot of it and tried to bring it to blueprints but it's a paid plugin that I wouldn't be able to include in my project and I am very unfamiliar with that plugin. To top it off I have next to no experience assembling GAS systems in C++, I have only worked with Lyra Based Projects and I have only had to work on those kind of projects a few times.

  • @hotsauce7124
    @hotsauce7124 8 วันที่ผ่านมา

    Yes, Awesome update

  • @DezNauts-nm2ht
    @DezNauts-nm2ht 8 วันที่ผ่านมา

    have u looked at the mutable plugin? incorporating that would be a nice direction as it is already part of unreal

    • @unrealdevop
      @unrealdevop 8 วันที่ผ่านมา

      I may look into it at some point. I haven't really had the time to even try it really.

  • @AmbiguousAnalogy
    @AmbiguousAnalogy 8 วันที่ผ่านมา

    Amazing one! I would be interested in your process of doing a pose retargeting, or a posture fix, to learn what kind of things we need to pay attention to!

    • @unrealdevop
      @unrealdevop 8 วันที่ผ่านมา

      Well for posture you simply don't Align the Retarget Pose. It's destructive, other then that you have no control over the posture outside of what it was in the character's default pose. You also don't have any control over the motion or posture issues related to the animations themselves without making your own. You can change the posture though for the poses and I may demonstrate that at some point. The are limits though as to what you can do without actually changing the animation itself.

  • @unrealdevop
    @unrealdevop 8 วันที่ผ่านมา

    The Auto-UnEquip during traversals has now been addressed, only the item or items that was actually in holstered at the start of a traversal will now be Re-Equipped Afterwards.

  • @johnremp3470
    @johnremp3470 10 วันที่ผ่านมา

    Top notch work fr

  • @top1hit
    @top1hit 10 วันที่ผ่านมา

    this is becoming increasingly enticing - well done!

    • @unrealdevop
      @unrealdevop 10 วันที่ผ่านมา

      Thanks

  • @war_Monkey81
    @war_Monkey81 10 วันที่ผ่านมา

    It looks amazing, great work!

    • @unrealdevop
      @unrealdevop 10 วันที่ผ่านมา

      Thanks man. I'm glad I didn't rush it out last weekend. Ended up having a lot of problems I kept thinking I fixed but would then end up breaking again later lol.

  • @hotsauce7124
    @hotsauce7124 10 วันที่ผ่านมา

    looking good

    • @unrealdevop
      @unrealdevop 10 วันที่ผ่านมา

      Thanks appreciate it

  • @ROcheater
    @ROcheater 10 วันที่ผ่านมา

    Great work dude

    • @unrealdevop
      @unrealdevop 10 วันที่ผ่านมา

      Thanks.

  • @Alksbbch
    @Alksbbch 10 วันที่ผ่านมา

    not see head rotation...

  • @IamSH1VA
    @IamSH1VA 10 วันที่ผ่านมา

    Beautiful…

    • @unrealdevop
      @unrealdevop 10 วันที่ผ่านมา

      Thanks for the feedback

  • @Umongiko
    @Umongiko 10 วันที่ผ่านมา

    is this replicated for multiplayer?

    • @unrealdevop
      @unrealdevop 10 วันที่ผ่านมา

      It is and the new update won't be released until it's polished enough that it will literally blind people. It takes longer to release the updates this way but at least people will let up on me a bit.

  • @Greenrobotvp
    @Greenrobotvp 11 วันที่ผ่านมา

    Magic! Thanks for making this.

    • @unrealdevop
      @unrealdevop 10 วันที่ผ่านมา

      Yeah it's a bit tricky and pretty heavy....but with some effects it's the only way to pull them off.

  • @DimitryArsenev
    @DimitryArsenev 12 วันที่ผ่านมา

    I dunno why but my foot if this enabled move a little bit undergroud. Its possible add vertical offset for foots? Its contains 100500 settings but i not find this. (With control rig i just add +7 to offset value and this looks much better, but with Foot Placemenet i dont know where i can add offset)

    • @unrealdevop
      @unrealdevop 12 วันที่ผ่านมา

      Yeah there is a setting under Trace Settings called Max Ground Penetration. By Default it's set to 20 centimeters which gives it a good bit of overlap causing it to look like your sinking into the ground.

    • @DimitryArsenev
      @DimitryArsenev 12 วันที่ผ่านมา

      @@unrealdevop Thanks. But i check all values in Max Ground Penetration its not change anything for me. I change Base translation delta - its make foot up, but it make fly effect, forward part of foot still try move to under floor. P.S.: i have some bad solution, but its works: I add ConrolRig node after FootPlacement, and in ControlRig just add foot height with modify transforms.

    • @unrealdevop
      @unrealdevop 11 วันที่ผ่านมา

      @@DimitryArsenev Yeah idk what you could be doing wrong, I've never had any issue's setting it up except when they broke it in an update. They have made some changes to it so maybe that has something to do with this.... You should know that this is not meant for climbing ladders. I keep getting people that want to use it for climbing ladders and it's not designed for that. It's designed for Landscapes and solid surfaces, but it should work fine on concrete steps too. If your trying to use this on CUSTOM stairs then it could be that it's not blocking a channel that is required for the Foot Placement to see the stair.

    • @unrealdevop
      @unrealdevop 11 วันที่ผ่านมา

      @@DimitryArsenev might check your surfaces COLLISION Settings. Foot Placement is running a Line Trace......if your Collision DOES NOT BLOCK that Trace Channel.....the Foot Placement WILL NOT SEE YOUR SURFACE. Just trying to make that clear lol...

    • @DimitryArsenev
      @DimitryArsenev 11 วันที่ผ่านมา

      @@unrealdevop Oki i check collisions later. But foot placement works fine - its up legs if need or down, usually make good angles, but foot a little bit under floor on typical landscape. I check on another map with another character, Max Ground Penetration and others values not increase foot height. With logic from Manny by ControlRig its too make foot under floor with my custom character (with UE manny its okay), but with ControlRig i can add some constant fix value for foot Z axis.

  • @Alikamoon
    @Alikamoon 13 วันที่ผ่านมา

    you are the god! thank you so much for that. you saved my day!!!! i was retargeting fight where 2 persons need to fight for knife in their hands and i was suffering to synchronize positions and movement. and now its perfect, without shaking! thank you, thank you!

    • @unrealdevop
      @unrealdevop 13 วันที่ผ่านมา

      Lol yeah you can add constraints now in Unreal as well but you have to bake them to get the same result and if you don't do it right it doesn't come out as good.

  • @hui-jiegao4369
    @hui-jiegao4369 14 วันที่ผ่านมา

    really nice work done!

  • @rambosweat
    @rambosweat 15 วันที่ผ่านมา

    fantastic

    • @unrealdevop
      @unrealdevop 15 วันที่ผ่านมา

      Thanks

  • @minzhou1605
    @minzhou1605 16 วันที่ผ่านมา

    Great work, do you have a release date?

    • @unrealdevop
      @unrealdevop 15 วันที่ผ่านมา

      I'm aiming for this weekend. I want to keep testing it for bugs and things I may have missed, replicate it and make sure it's working for IK Retargeted characters.

  • @itsMBWAAA
    @itsMBWAAA 16 วันที่ผ่านมา

    I'd kill for a Udemy course made by you covering everything youre doing in GASP DAO, tweaking anims, rertargeting, all that... I reeeeally wanna sink my teeth into everything IK related but it's intimidating lol. I havent seen a decent overview/tutorial for it

    • @unrealdevop
      @unrealdevop 16 วันที่ผ่านมา

      Yeah discussing these things is difficult which is one of the reasons you don't see many videos on it.

  • @itsMBWAAA
    @itsMBWAAA 16 วันที่ผ่านมา

    soooo got dang sexy

  • @vladtheclad
    @vladtheclad 16 วันที่ผ่านมา

    Great work! Next one - is cover? ;)

    • @unrealdevop
      @unrealdevop 16 วันที่ผ่านมา

      Well see, more likely it will be Ai though

  • @16comic
    @16comic 16 วันที่ผ่านมา

    terrific piece of software. Specially the recent updates

  • @FreezeBadGuy
    @FreezeBadGuy 17 วันที่ผ่านมา

    THANK YOU! subbed

  • @kushnarovanatoli345
    @kushnarovanatoli345 18 วันที่ผ่านมา

    That one checkmark saved my life!

  • @dayton173
    @dayton173 20 วันที่ผ่านมา

    Awesome tutorial, thanks!! Question, is it better to make a copy of kellan or a child? I ask this because if any updates are made, having a copy means it won't receive any new changes by you? Example, Say you updated something on your kellan metahuman(hand IK or position to something etc) wouldn't it better to have a child so it gets the new updates as well?

    • @unrealdevop
      @unrealdevop 20 วันที่ผ่านมา

      It would be better to make it a child, I was doing it the hard way....for any other character I would say do it this way....but for MetaHumans as you saw it causes a lot of crashes.

    • @unrealdevop
      @unrealdevop 20 วันที่ผ่านมา

      I'll redo this video soon actually using the Child Method instead.

    • @dayton173
      @dayton173 20 วันที่ผ่านมา

      @@unrealdevop great thanks!

  • @papougnykrombargh7350
    @papougnykrombargh7350 20 วันที่ผ่านมา

    I don't know if it's alrerady in your pipeline but i would be very interested into seeing how to align properly melee weapons with this, mostly two handed ones, like maces, halberd , polearms, greatswords, i think the left hand alignment would work great to dynamically adjust the left hand to any retargetted poses / stances with melee weapons usually using two hands. and yeah, but a tutorial on how to merge this with combat fury would be great.

    • @unrealdevop
      @unrealdevop 20 วันที่ผ่านมา

      Yeah merging it with combat fury would be possible but it would be a bit of a task. I may add an example at some point in regards to how you could handle Melee weapons, but Layering only really works well for the upper-body. Good Melee Stances normally require positioning of the entire body and altering the lower body without adverse side-effects will not be possible do to the nature of Additives and how they work. It would require custom Locomotion Animations to properly bring you out of Stops into the Idle you desire and out of Idle into the Starts you desire.

  • @ryanoconnor7957
    @ryanoconnor7957 22 วันที่ผ่านมา

    Hi, how production ready is this? It still looks like you're rapidly fixing things in it

    • @unrealdevop
      @unrealdevop 21 วันที่ผ่านมา

      It's usable in a game, some of the changes were things I had to add support for crouch. Some of the changes were to make it more easily scalable for large projects.

  • @michaelvaughan2986
    @michaelvaughan2986 22 วันที่ผ่านมา

    Can you make an existing metahuman blueprint a child of the DAO instead of copying the one in the the folder?

    • @unrealdevop
      @unrealdevop 22 วันที่ผ่านมา

      You can, I do that in my videos but you could just re-parent it, that's actually what I did with those. I may do another video where I just show how to do that since this approach doesn't work well for them due to the problems that Leader Pose Logic Creates, which is one of the reasons I crashed twice while trying to make that video on setting them up.

  • @michaelvaughan2986
    @michaelvaughan2986 22 วันที่ผ่านมา

    Is it possible to add a bow and sword shield with this method, and can you add custom animation?

    • @unrealdevop
      @unrealdevop 22 วันที่ผ่านมา

      You can but there is no easily formula for Animation. Layering will only get you so far and will only reduce the number of animations. You can bring in new animations, but it won't be Plug-N-Play. It will require some understanding of how animations need to be designed for games. With Cinematics you don't need to worry about technical design requirements for animations, you can just play them as they were made from specific angles and just cut the camera away to avoid showing the blend between animations in case they look bad. With games you can't do that though, the animations need to be made for the purpose in which your using them and they must be designed for the underlying animation system in which you intent to use them with. That's why Animation is one of the hardest things for Indie Developers, you can't simply solve the problem using Logic or sophisticated blending techniques, at some point you will actually need to either have custom animations made, or you will need to modify them. Modifying animations can sometimes be rather difficult to do well.

    • @michaelvaughan2986
      @michaelvaughan2986 22 วันที่ผ่านมา

      @@unrealdevop Thanks for the reply. I'm experienced on the animation and 3D side, I'm not a programmer though, and am trying to figure out how to customize the blueprint with my assets and animation.

    • @RomanTimm
      @RomanTimm 21 วันที่ผ่านมา

      @@unrealdevop Are there general points or guidelines for authoring animations for Motion Matching style of workflow? To be honest, I am kinda surprised that Epic didn't cover this at all when they released GASP. Seeing that they said they moved all characters in Fortnite to use MM. Another point: do you think it is possible to backward engineer animations looking at the 500+ anims they provided to us or without advanced knowledge of animations this won't be possible?

    • @unrealdevop
      @unrealdevop 21 วันที่ผ่านมา

      @@michaelvaughan2986 Well, mostly you'll be playing action based animations as montages. In some situations it may make sense to simply play them as an Additive, this will generally give smoother blending but will require the animation to be made for that pose. For Example, you could use layering to have him holding the weapon, and then you could have an Additive Montage play that has him coming out of that idle pose where he is holding the weapon, for the most part this should give decent results, I have the reloads setup so that the Montage is playing on the Upperbody, but it's first being applied to the lower body Additively.

    • @unrealdevop
      @unrealdevop 21 วันที่ผ่านมา

      @@RomanTimm As far as general guidelines I haven't had a chance to really dig deep into that to figure out a good workflow but during their Live Stream they did briefly discuss how they handled the authoring of those animations and it basically involved matching the root motion to the capsule movement settings they chose ahead of time, at least from my understanding. As far as how they extracted that into a curve I'm not sure. They showed them bringing the curve into Maya though and transferring it to the root bone (I believe they actually constrained it to the curve or something like that). They then (I am assuming) corrected the motion of the animation so that it fit that motion and felt grounded. It may be possible to record that motion to a curve via TakeRecorder.....Idk how they actually did it though.....that part is a mystery. It's important to note though that despite popular belief, they didn't just make animations and then they just magically worked with Motion Matching lol.....Motion Matching is not Sentient yet, so It can't just figure things out.