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Parkour Over Custom Meshes |Game Animation Sample Project | Motion Matching

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  • เผยแพร่เมื่อ 12 มิ.ย. 2024
  • In this video I will show you how to create traversable custom meshes using the blueprints provided in the Game Animation Sample Project from Epic Games. www.unrealengi...
    How to add custom character to Game Animation Sample project
    • Add your custom charac...
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    #animation #gamedev #unrealengine5 #gameanimation

ความคิดเห็น • 84

  • @TheDreamingRealms
    @TheDreamingRealms หลายเดือนก่อน +8

    For a better and dynamic way for custom ledges, create a child blueprint of traversal level block, go change the static mesh and adjust the ledge splines to the climbing point of the mesh. If you want to add more ledges, duplicate one of the ledges and make sure you add them to the array code in the construction script of the original traversal block

    • @beyondcinema
      @beyondcinema  หลายเดือนก่อน

      amazing! I'll try that! Thank you!

    • @GNUStream
      @GNUStream หลายเดือนก่อน

      Hey there. I got one you want to say and I apply this to a small wall from an asset I got from megascan. I added collision to the wall. Did the child blueprint and changed the mesh. But first of all, I can't get the material of the wall on the mesh, it always goes with the grid even if it appears to be the proper mat. Can't get rid of the text (I suppose because it's part of the code somewhere). And it just doesn't work. The guy jumps above but doesn't climb on it. I'm a beginner, but I'm sure you got that.

    • @berenjenafeliz4531
      @berenjenafeliz4531 19 วันที่ผ่านมา

      @@GNUStream i have the same problem and im beginer too

    • @JamesKruseArtist
      @JamesKruseArtist 13 วันที่ผ่านมา

      I have the same issue

    • @beyondcinema
      @beyondcinema  13 วันที่ผ่านมา +1

      @@JamesKruseArtist Just use my method, it's not the most efficient but it works. I don't think there's another way currently.

  • @Binophone363
    @Binophone363 2 หลายเดือนก่อน +3

    Great work on the map

  • @jensjensen4038
    @jensjensen4038 หลายเดือนก่อน +1

    2 questions:
    1) can you not add ledges to the actual tractor mesh?
    2) can you not line trace the objects like usual on mesh traversals?

    • @beyondcinema
      @beyondcinema  หลายเดือนก่อน +3

      I honestly couldn't figure it out. I asked someone from Epic and they said my way was currently the only method. But if you figure it out please let all of us know!

    • @jensjensen4038
      @jensjensen4038 หลายเดือนก่อน +1

      @@beyondcinema okay I will let you know if I find out anything.

  • @baby-sheesh
    @baby-sheesh 16 วันที่ผ่านมา

    love this, thank you

  • @_Rodders_
    @_Rodders_ หลายเดือนก่อน

    That's pretty clever actually.

  • @Batareika007
    @Batareika007 2 หลายเดือนก่อน

    Thanks ! there is a limitation in blueprint, the box need to be minimum of 60cm to jump over, if it less you will not interact whit it ) it's for your question)

    • @beyondcinema
      @beyondcinema  2 หลายเดือนก่อน +1

      Thank you for clarifying that!

  • @creatorediillusioni
    @creatorediillusioni 2 หลายเดือนก่อน +1

    Very very smart thanks!

    • @beyondcinema
      @beyondcinema  2 หลายเดือนก่อน

      thank you! I had some help!

  • @DoubleDOffMagic
    @DoubleDOffMagic 9 วันที่ผ่านมา

    can you actually use the motion matching asset into your own game? thks

    • @beyondcinema
      @beyondcinema  9 วันที่ผ่านมา +1

      yes you're allowed to do so I believe!

  • @-TheOldRookie
    @-TheOldRookie 2 หลายเดือนก่อน +1

    Mm, cool animations. Mm-mm parkour. Hmm, how do I substitute my mesh? Oh! The video! Thank you very much!
    Sorry, google translate(c) )))

    • @beyondcinema
      @beyondcinema  2 หลายเดือนก่อน

      Thank you! :)

  • @zwordz
    @zwordz 2 หลายเดือนก่อน

    How did you get the footsteps in your custom scene ? Personally I've never added them before in unreal, but I was just wondering what you did migrating from the sample project.

    • @beyondcinema
      @beyondcinema  2 หลายเดือนก่อน +3

      Well just to clarify, I migrated my level INTO the sample project. So the only things from level were really just the environment. The footsteps you hear are from the sample pack. The footsteps are anim notifies that are associated with the animation sequence that's being used, so you could just add them there. I need to swap out the sounds though b/c I want that Snow crunching sound.

    • @MarioCola
      @MarioCola หลายเดือนก่อน

      Sounds are included in the animation sample

  • @AxelMalmborgValla
    @AxelMalmborgValla 2 หลายเดือนก่อน

    Im thinking that its a good way to go about doing it. However if you want it for multiple mehses without having to redo all the collision for each one you can probably just do it as a child actor. thats what came up for me atleast :)

    • @beyondcinema
      @beyondcinema  2 หลายเดือนก่อน

      Oh yeah I didn’t even think of that! Thank you!

  • @southypark101
    @southypark101 หลายเดือนก่อน

    I figured something out with my little project I've been working on, I used this sample and migrated my content to ue's newest version and I put the traversable block on one side of a custom wall and then scaled the mesh much through to the otherside so instead of putting two cubes for a step to climb over the wall it uses the same block, and I realised that it wouldn't climb for 2 reasons, 1 being that the traversable block must be small enough to climb and 2. It has to be big enough and have enough room for the speed at which you are moving, so I'm assuming if you just find and change the variable for how big of an area is needed for the player to vault or climb or etc onto or over the wall to a lower value so that way you could theoretically make a completely thin wall that works perfectly the same as the traversable block did before it was changed, I will update if this works after I try it and fix anything wrong with it if there is any problems

    • @southypark101
      @southypark101 หลายเดือนก่อน

      So short answer, I have found no problems with the splines around the edges of the traversable block being inside of another mesh with the other meshes collision enabled, it works everytime, it just needs the space for the character to climb like in real life from what I'm understanding

    • @southypark101
      @southypark101 หลายเดือนก่อน

      I have also found, for some reason in my project which I kept the sample controller the same, it doesnt depend for me on the traversable blocks collision and rather relies on the players, I created a little wall and put it by the actual mesh wall I have and it works if I make the wall smaller but when it goes up for me to climb through the hole in my actual wall with the custom mesh model, it sees that the player is hitting the wall and seems to not activate the climb because he will hit the wall that and can't go to as far over the block as he needs when climbing

    • @beyondcinema
      @beyondcinema  หลายเดือนก่อน

      thank you for the insight and testing on this! I'll need to jump back in and mess with it more!

  • @JieDu-yj2vd
    @JieDu-yj2vd หลายเดือนก่อน

    Why add a box to climb? Can't you directly detect the climbing of objects?

    • @beyondcinema
      @beyondcinema  หลายเดือนก่อน

      Unfortunately no, I wish it was that easy, but everyone I asked so far says this is the only workflow (for now)

  • @TristinOnFoNem
    @TristinOnFoNem 2 หลายเดือนก่อน

    i love the vids man

    • @beyondcinema
      @beyondcinema  2 หลายเดือนก่อน

      thank you brother

  • @elganzandere
    @elganzandere 2 หลายเดือนก่อน

    what's necessary for custom Metahuman in this project?
    i've messed around with it & although my hands/head are appropriately retargeted, Metahuman clothing is stuck in T-pose.

    • @beyondcinema
      @beyondcinema  2 หลายเดือนก่อน +1

      Are they parented to the Body component inside the BP?

    • @beyondcinema
      @beyondcinema  2 หลายเดือนก่อน +1

      hey I just made a video on this, check my channel. Hope it helps explain things.

  • @skoob639
    @skoob639 12 วันที่ผ่านมา

    so i found a better way i will post a video soon on my yt

  • @EmptyVd
    @EmptyVd 2 หลายเดือนก่อน +1

    I LOVE OYU

    • @EmptyVd
      @EmptyVd 2 หลายเดือนก่อน +1

      I am Subscribed From Know

    • @beyondcinema
      @beyondcinema  2 หลายเดือนก่อน

      @@EmptyVd Thank you for the love my friend!!!

  • @D4KiRZ
    @D4KiRZ หลายเดือนก่อน

    why not make it work dynamically without pasting all the blocks around the map

    • @beyondcinema
      @beyondcinema  หลายเดือนก่อน

      I couldn't figure it out, lmk if you do!

    • @D4KiRZ
      @D4KiRZ หลายเดือนก่อน

      @@beyondcinema the project uses predined ledges, you neeed to dynamically get the ledges with line/sphere-traces

  • @MaxStudioCG2023
    @MaxStudioCG2023 2 หลายเดือนก่อน

    hey man ..just a quick ideea ....why you dont try duplicate that traversable blueprint mesh instead and put inside your mesh (tractor or whatever) and adjust the ledges inside that blueprint you can better adjust them fit them perfectly on that ledgespline

    • @beyondcinema
      @beyondcinema  2 หลายเดือนก่อน +1

      I did initially try that but when I moved the splines something got messed up. If you figure it out please let us know!

    • @MaxStudioCG2023
      @MaxStudioCG2023 2 หลายเดือนก่อน

      @@beyondcinema for sure i will (i tryed last night but i was lazy and sleepy so i just dragged fast the splines ...and didnt worked but im sure it will work with better adjustments) ....il try again and let you know if i find the solution ::)

    • @puzon9220
      @puzon9220 หลายเดือนก่อน

      @@MaxStudioCG2023 and how?

  • @brolydz5400
    @brolydz5400 หลายเดือนก่อน

    I also had the idea to do this, but I wondered if there was a way to make the character detect automatically any form of ledges without this level block ? I mean, is a game like assassin's creed also made like this ? In AC we can climb almost everything and maps are super huge so does this mean they made every single climable point one by one like that, or is there another way to make it work ?

    • @beyondcinema
      @beyondcinema  หลายเดือนก่อน

      So this is a new system that came out with UE5.4, in AC they used a diff way I’m sure. But I’m not a pro developer so I’m not exactly sure how it’s done.

    • @MIGITO
      @MIGITO หลายเดือนก่อน

      The als project can detect any geometry, idk how to do it but that might be a good start, probably something procedural

  • @Lowly_on
    @Lowly_on 2 หลายเดือนก่อน

    How did you get bounds corners of selection?

    • @beyondcinema
      @beyondcinema  2 หลายเดือนก่อน

      Not sure what you mean?

  • @Binophone363
    @Binophone363 2 หลายเดือนก่อน

    could you see if you could do this with metahumans since they multiple skeletal meshes

    • @beyondcinema
      @beyondcinema  2 หลายเดือนก่อน

      One of the characters from the project is a metahuman. If you want your own metahuman in it just swap it out in that BP.

    • @beyondcinema
      @beyondcinema  2 หลายเดือนก่อน

      hey I just uploaded a video on this, if you still need it. :D

  • @supunsamarakoon787
    @supunsamarakoon787 2 หลายเดือนก่อน

    Hello bro, Nice tutorial. I have a small question
    I created a level in this sample project and when I press play it goes to FPP view. Do you know how to add the TPP character. I think you have done it in your migrated level to this sample project.

    • @beyondcinema
      @beyondcinema  2 หลายเดือนก่อน +1

      hey there, what I did was I duplicated their game mode BP (GM_Sandbox)they provided, then I changed the pawn class to my Character BP. Then in your World Settings tab, make sure to select your new Game Mode in the GameMode Override section.

    • @supunsamarakoon787
      @supunsamarakoon787 2 หลายเดือนก่อน

      @@beyondcinema Thank you so much

  • @redkalupt_hd8231
    @redkalupt_hd8231 2 หลายเดือนก่อน

    How can blend the 500 animations to, for example, play the animation with a weapon in the hand?😅

    • @beyondcinema
      @beyondcinema  2 หลายเดือนก่อน +1

      Man I wish I knew!

    • @MaxStudioCG2023
      @MaxStudioCG2023 หลายเดือนก่อน

      you need another database locomotion for rifle (import from lyra all the running with rifle for example) ...then add to the database chosers ....so put the condition when you equip rifle in hand then run that database locomotion you created

    • @redkalupt_hd8231
      @redkalupt_hd8231 หลายเดือนก่อน +1

      @@MaxStudioCG2023 sorry for asking but could you make a tutorial?😅

    • @MaxStudioCG2023
      @MaxStudioCG2023 หลายเดือนก่อน

      @@redkalupt_hd8231 sure will do when i find a good rilfe/pistol locomotion packs (free ones if posible haha im testing alot packs ...) most of the packs i have are working but not all directions (like diagonaly 45degrees kinda funny walk) ) ...on lyra have nice anim ssquences rifle run forward/left/right/backward/ and diagonaly a little missed out ... ) ...is just do a new database ,throw the rifle walk anims in ,then add this database to the choser database ...put an enum or bool as condition (when rifle equip) plays this database

  • @JieDu-yj2vd
    @JieDu-yj2vd หลายเดือนก่อน

    What is this map asset?

    • @beyondcinema
      @beyondcinema  หลายเดือนก่อน

      it's a sample project from Epic Games. Download from the link in my description.

  • @itzDrizzyyyman
    @itzDrizzyyyman 2 หลายเดือนก่อน

    oh no

  • @yantingye1677
    @yantingye1677 2 หลายเดือนก่อน

    This workload is too heavy. It would be better if there were a model that could automatically recognize the scene

    • @beyondcinema
      @beyondcinema  2 หลายเดือนก่อน

      Very true, but this is the current workflow as it’s a new system, I think in the future there will be an easier way.

    • @BattleHVT
      @BattleHVT 2 หลายเดือนก่อน

      We can disable tick on them Ig

    • @beyondcinema
      @beyondcinema  2 หลายเดือนก่อน

      @@BattleHVT please elaborate what do you mean?

    • @BattleHVT
      @BattleHVT หลายเดือนก่อน

      @@beyondcinema There is an option in class defaults of blueprints when u open the bp-transversal then go to its class defaults and uncheck start with tick enabled or u can do it on the static mesh inside of the bp

    • @beyondcinema
      @beyondcinema  หลายเดือนก่อน +1

      @@BattleHVT interesting...I'll have to look into this.

  • @AverageDev
    @AverageDev 2 หลายเดือนก่อน

    That's the only way right now

  • @starscream2092
    @starscream2092 หลายเดือนก่อน +1

    Problem with these animations is that they are masculine, so not all of them fit very well for a female character.

    • @fuglong
      @fuglong หลายเดือนก่อน +1

      They're pretty gender neutral to me lol, what kinda ladies do you got where you're from?

    • @gridtac2911
      @gridtac2911 หลายเดือนก่อน +1

      @@fuglong so your women move like men? Ooof big L if you think this is neutral.

    • @fuglong
      @fuglong หลายเดือนก่อน +2

      @@gridtac2911 I didn't realize a small set of balls offset your balance so much idk

    • @Deebus
      @Deebus 27 วันที่ผ่านมา

      @@fuglongthe entirety of the female anatomy is structured differently than male anatomy. The pelvis tilts at a different angle, the femurs are further apart and angle in, the arms sit differently because the rib cage is a slightly different shape and scale. There a a ton of things that change the gate and kinematics of women from men. It’s just basic anatomy but you’re too focused on balls to get that

    • @fuglong
      @fuglong 27 วันที่ผ่านมา

      @@Deebus that's the most anti biology, insane shit I've ever heard. Humans share almost all of their anatomy. Very few biological differences aside from the obvious ones. Size and angle is not structure or composition. You claimed that women have almost entirely different anatomical structure, that's insane. All you listed was that sometimes they have slightly smaller angled versions of joints or bones. The structure is the same man... Not to mention all the rest of the organs aside from sex. Hell, males can lactate. If you really want to be blown away look up gene expression and how our DNA behaves based on our hormonal environment