Use Your Own Character with the New Game Animation Sample in Unreal Engine 5.4
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- เผยแพร่เมื่อ 6 ก.ค. 2024
- Hello ! New video on how to use your own character with runtime retarget with the new Game Animation Sample with Motion Matching and 500 + animations !
It's very easy to do :)
Let me know if you need help ;)
Go check this :
- Discord : / discord
- Unreal Video about the Sample Project (it's 2h34 but all of it is worth it !) : • Game Animation Sample ...
Chapters :
0:00 : Intro
0:50 : Get the Sample Project In the Launcher
1:20 : How does the Game Animation Sample Project Work
3:50 : Import our Own Character
4:14 : Creation of the IK Rig for the Bunny
5:40 : Creation of the IK Retargeter for the Bunny
6:59 : Create the Blueprint for our Bunny
9:54 : Runtime Retarget Result
10:58 : Outro - วิทยาศาสตร์และเทคโนโลยี
Dont forget to check the discord server let me know if you have any issue
thanks
당신은 저의 구원자입니다!!!!!! 다른 채널의 영상으로 시도했을때는 실패했지만, 당신의 영상을 보고 시도하니 한번에 성공했습니다. 정말 감사합니다. ♥︎
Mec de tous les tuto que j'ai vu t'es le seul qui a marché pour moi. Tous les autres, soit unreal crashait, soit mon perso restait en t-pose, rien n'allait. Merci beaucoup t'es un vrai boss
De rien 😁
Excellent tutorial bro thanks
Great work my friend, I hope the quality reaches Uncharted 4 one day
I hope so too
Merci pour le tuto, je vais tester ça! C’est cool de voir le full process
Avec plaisir 😁
chaaaaamp its been blowing my mind thank you lets talk this weekend
this ~10 min video saved hours... thanks
Glad it helped
très bien
it works!!!! mine is a cat tho
would LOVE an exploitation on how this system works. For now, this is cool to see your character moving, but to actually implement it you would need to put it in your own BP, and that could mean making the whole system from scratch. Any plans on diving in and making a tut on it? :)
nice :D its planned, I will make a tutorial on how to use Motion Matching
Superbe vidéo !!
I'm not sure but i tried to migrate the motion matching content to my project and it only worked when i enable some plug-in
-Motion trajectory
-Pose search
-Motion warping
-animation warping
-chooser
-animation locomotion library
deformer graph
hopefully this help !
I just tried it and it works ! 😯 Thanks ! I will make a second part to the video to show how to make it work.
@@NicolasNosedaDev i didn’t found it myself tho, i learned it from a video of « Gorka games », don’t want to appropriate myself the credit !
how do you move the setup to a different project file? thanks for the video!
As I said in the video there is a bug when we try to migrate the character to another project :/ We will have to wait until Unreal fix that, I will let you know if I found a way to make it work on another project
Le' Bunny!
hi, this mostly works for me but i have an issue with the shoulders of my mesh they are now very pushed in? any idea why that could be?
Maybe there an issue with the retargeting of the character, try to match the A pose or maybe there an issue with the ik Rig and the matching in the retargeter
Is it possible to use these animations for film in Movie Render Queue? How can I do it ?
Unfortunately I don't know, I never used the Movie Render Queue. All of the animation assets are available in the project so I think you can use them. When you will place the actor in the scene you will need to place the animation on the CharacterMesh (the parent, UEFN Mesh) and it should be retargeting on the child mesh like the bunny.
But I'm not good with Sequencer so I'm not sure :/
Hola Nicolas, ayer migre al personaje a mi proyecto y casi todo funcionó, lo único que no funcionó es cuando el personaje debía hacer "climb" y "vault".
Hello, I will make another video to show how to migrate and how to use the climb and vault ;)
It doesn't work in new map
I just tried it and it works, just make sure to use the GameMode : GM_Sandbox. You can change it in the project settings (maps and mode) and change the default GameMode from "GameModeBase" to "GM_Sandbox'".
There is a big problem with this approach. If you ever try to use sockets you will realize that it is not going to be accurate. Let me explain.
You give your rabbit a carrot sword, he holds it in his right hand. Which mesh do you attach it from? The UEFN? Not possible, because the world location of the hand is different, so you have to attach it on the rabbit's hand, but there's a problem, your animations run on UEFN... something simple like a pose would be fine, but for a complex animation you will run into issues like "Carrot is rotated slightly too much to the left, despite looking perfect in an animation overview".
Yes you got a good point there, this approach only work if you keep the animation as they are like for a game jam where you need a cool locomotion but no weapon attach and no fancy stuff, for an actual game I would retarget all the animation that I want and recreate the motion matching on my own character to not use the runtime retarget. But I think if your character is exactly the same size as the uefn it should be working to put the socket on the uefn and attach the sword there only if all the Bones and mesh are the same size but with a arm smaller or bigger it would not work
its not using your own character.........
It is as im using my own character with the assets
@@NicolasNosedaDev this is not how to do it!
@@itzDrizzyyyman do to what ? 😅
@@itzDrizzyyymanvery constructive! Thanks wise Man
LoL how? 😂