The reason increasing that value makes it appear as though his hands are too high is actually because his hands maintain their respective locations in the overlay pose, while the rest of the torso is conforming more to the underlying animation, that's why you want to apply it lightly, or offset the hands down more. When I have more time on hand, I may look into ways we could deal with that so it's not a limiting factor.
I still didnt had the time to really see if my theory is right, but the way your doing your system i think the “layering system” of als would make this project feels so dynamic! Plus your params are well tidy in those data assets, i think i will try to add the layering system with your method, like said before your system is actually so cool, an add of layering curves would smooth out your whole blending system, freaking loving your work thank you loads for this! You and Caleb actually taught me in such short space im actually baffled of how im able to do stuff in Unreal now 😂😂
I took a different approach to setting things up but there really is no difference between the layering system he has and the one I have. The reason mine stands out amongst the others that have attempted this with the Motion Matching is simply that I understand Animation Systems a bit better. Caleb hand crafted all his animations to work together fluidly. With these animations you don't really get that Luxury unless you want to throw them out and make your own from scratch. I had to take different approaches to different problems as they came up because the Offset Root Bone node really complicated things for everyone.
I should say too though that there are people that have attempted to bring over ALS and set it up with Motion Matching and it only partially works for a number of reasons which I won't get into because I would end up writing a research paper in the comments.
Navigating the project is overwhelming. I’m having trouble applying the linkedanimlayer in a more traditional way. I have it exposed in my weapons & it doesn’t seem to apply. I don’t want the gun models so the heldobject stuff is getting in the way. I’d also like to easily integrate the gasp changes as they release, replicating is coming soon & who knows what else. Can you give me some tips on where I should be looking ? What’s the relevant stuff in regards animations system only ? Do you have a stripped back version ? I have custom animations I’ve made that I’d like to use. Sorry, it’s a lot! Appreciate your work & the way you’ve done this compared to others.
Yeah I have a 1-1.5 hour long video just going over how the system works. I'm going to make a few changes to how I handle some things in the project soon and then I will so a video breaking it all down again. Honestly though, I'm not sure it's really possible to strip it down any more then it is. For this system to work and function properly you really need all those moving parts. I will likely make a written documentation at some point as well.
@@unrealdevop Any idea why the hands would be animating but the arms aren’t raised ? I realised it is being called from my weapon using linkedanimlayer when I noticed the fingers clenched, the trigger finger also noticeably changes when aiming 🤔 I’m perplexed 🧐
@@nathanmckerrow9059 More then likely your not adding Layering data in the chooser for that gameplay tag. I'll be doing videos on Creating Custom Linked Anim Layers, and Adding Characters soon. The Chooser stores the layering data, these settings are chosen based on Gameplay Tags. If you create a new Gameplay Tag that doesn't follow the structure in my project, then it won't find any Layering Data for the tag and your Linked Anim Layer will not be layered.
Yeah sorry I'll be doing a video explaining why I did this but for now lets just say I've had several run in's with people abusing the lack of proper legal protection on my part towards the project....Because of this I have moved it to Kofi ko-fi.com/unrealdevop The reason I did this was mostly because it gives me a window that ensures people agree to a EULA which basically prevents people from Reposting this on their Patreon and claiming they made it.....or from potential clients hiring me to work on it but then choosing not to pay me. It may not be apparent but the way I have gone with this allows me to grant a license that doesn't require credit to me, under the conditions that if I am working on your project I must be paid in full or that extended license is null and void, requiring you to give me credit. It's my hope that for most clients this will be incentive enough to prevent them from screwing me over.
That wouldn't be a simple task, I still haven't quite nailed down the Acceleration/Deceleration requirements for Motion Matching, and without understanding those your hard pressed to get random Start/Stop Animations to work properly with Motion Matching without some serious foot sliding problems. A layering technique would be the easiest approach which was why I started this project. Perhaps someday I'll show how to integrate my project into Lyra
The reason increasing that value makes it appear as though his hands are too high is actually because his hands maintain their respective locations in the overlay pose, while the rest of the torso is conforming more to the underlying animation, that's why you want to apply it lightly, or offset the hands down more.
When I have more time on hand, I may look into ways we could deal with that so it's not a limiting factor.
That's insane, what you're doing man. Thx a lot bro. I'm learning too much.
Yeah for sure man, thanks for the feedback.
thanks as always buddy
I still didnt had the time to really see if my theory is right, but the way your doing your system i think the “layering system” of als would make this project feels so dynamic! Plus your params are well tidy in those data assets, i think i will try to add the layering system with your method, like said before your system is actually so cool, an add of layering curves would smooth out your whole blending system, freaking loving your work thank you loads for this! You and Caleb actually taught me in such short space im actually baffled of how im able to do stuff in Unreal now 😂😂
I took a different approach to setting things up but there really is no difference between the layering system he has and the one I have. The reason mine stands out amongst the others that have attempted this with the Motion Matching is simply that I understand Animation Systems a bit better. Caleb hand crafted all his animations to work together fluidly. With these animations you don't really get that Luxury unless you want to throw them out and make your own from scratch.
I had to take different approaches to different problems as they came up because the Offset Root Bone node really complicated things for everyone.
I should say too though that there are people that have attempted to bring over ALS and set it up with Motion Matching and it only partially works for a number of reasons which I won't get into because I would end up writing a research paper in the comments.
Navigating the project is overwhelming. I’m having trouble applying the linkedanimlayer in a more traditional way. I have it exposed in my weapons & it doesn’t seem to apply. I don’t want the gun models so the heldobject stuff is getting in the way. I’d also like to easily integrate the gasp changes as they release, replicating is coming soon & who knows what else.
Can you give me some tips on where I should be looking ? What’s the relevant stuff in regards animations system only ? Do you have a stripped back version ? I have custom animations I’ve made that I’d like to use. Sorry, it’s a lot!
Appreciate your work & the way you’ve done this compared to others.
Yeah I have a 1-1.5 hour long video just going over how the system works. I'm going to make a few changes to how I handle some things in the project soon and then I will so a video breaking it all down again. Honestly though, I'm not sure it's really possible to strip it down any more then it is. For this system to work and function properly you really need all those moving parts. I will likely make a written documentation at some point as well.
@@unrealdevop Any idea why the hands would be animating but the arms aren’t raised ? I realised it is being called from my weapon using linkedanimlayer when I noticed the fingers clenched, the trigger finger also noticeably changes when aiming 🤔 I’m perplexed 🧐
@@nathanmckerrow9059 More then likely your not adding Layering data in the chooser for that gameplay tag. I'll be doing videos on Creating Custom Linked Anim Layers, and Adding Characters soon. The Chooser stores the layering data, these settings are chosen based on Gameplay Tags. If you create a new Gameplay Tag that doesn't follow the structure in my project, then it won't find any Layering Data for the tag and your Linked Anim Layer will not be layered.
This is amazing well done!
EDIT: The github link is down... :((
Yeah sorry I'll be doing a video explaining why I did this but for now lets just say I've had several run in's with people abusing the lack of proper legal protection on my part towards the project....Because of this I have moved it to Kofi ko-fi.com/unrealdevop
The reason I did this was mostly because it gives me a window that ensures people agree to a EULA which basically prevents people from Reposting this on their Patreon and claiming they made it.....or from potential clients hiring me to work on it but then choosing not to pay me.
It may not be apparent but the way I have gone with this allows me to grant a license that doesn't require credit to me, under the conditions that if I am working on your project I must be paid in full or that extended license is null and void, requiring you to give me credit. It's my hope that for most clients this will be incentive enough to prevent them from screwing me over.
Here is the video explaining the move to Kofi: th-cam.com/video/vMfUTgn1W0I/w-d-xo.htmlsi=haxDkjqToPzf3zue
Amazing, can you guide me to add GASP locomotion system to lyra and link together for weapons and etc?
That wouldn't be a simple task, I still haven't quite nailed down the Acceleration/Deceleration requirements for Motion Matching, and without understanding those your hard pressed to get random Start/Stop Animations to work properly with Motion Matching without some serious foot sliding problems. A layering technique would be the easiest approach which was why I started this project. Perhaps someday I'll show how to integrate my project into Lyra
@unrealdevop thank you, i will try to use GASP in lyra. It's good locomotion. Thank for reply🙏🏻
@@hosseinteimouri9369 Alright, I wish you luck.